Game Analysis: FoRtNiGhT (you see because I don’t respect it)

Summary

  • I chose this game so I could call it bad because it doesn’t compare to apex legends

Game Play Analysis

Formal Elements
The Basics
Name of the gameFortnight
The platformps4 xbox one pc mobile
Time played (should be at least 30 minutes)an hour-ish
If you could work on this game (change it), what would you change and why?I’m very biased from the superior game apex so I would change the two of the biggest features the fact the you move at the speed of a snail and the fact that the weapons are highly based on level I prefer when all weapons are equal in a way
PlayersNOTES
How many players are supported?100 per match
Does it need to be an exact number?no
How does this affect play?you might occasionally be in a small squad but the game is mostly bots so it does not affect the game that much
Some types of player frameworks:Single Player – like Solitare.Head-to-head – 1 vs. 1, Chess.PvE – Player vs. Environment, or multiple players vs. the game. Common in MMOs like World of Warcraft.One against Many – Single-player vs. multiple (obvy).Free-for-all – Every man for himself (1 vs. 1 vs. 1 vs. 1..). Most common for multiplayer games, from Monopoly to Modern Warfare.Individuals Against the System – Like Blackjack, where the Dealer is playing against multiple players, but those players have no effect on each other.Team Competition – Multiple vs. multiple, i.e. sports.Predator-prey – Players form a circle and everyone’s goal is to attack the player on their left and defend themselves from the player on their right.Five-pointed Star – Eliminate both players who are not on either side of you.group vs groups
one vs everyone else and duos vs duos
Objectives/GoalsNOTES
What are the players trying to do?last squad or one alive
Some common objectives include:Capture/Destroy – Eliminate all your opponents pieces (Chess).Territorial Acquisition – Control as much territory as you can, not necessarily harming other players (RISK).Collection – Collect a certain number of objects throughout the game (Pokemon).Solve – Solve a puzzle or crime (Clue).Chase/race/escape – Anything where you are running towards or away from something (playground game Tag).Spatial Alignment – Anything involving the positioning of elements (Tetris or Tic-Tac-Toe or that game at Cracker Barrel).Build – Advance your characters or build your resources to a certain point (The Sims).Negation of another goal – The game ends if you perform an act that is forbidden by the rules (Jenga or Twister).
Rules/Mechanicsbuilding and breaking of buildings is included but the slow movement forces you to use building as your only form of defense
There are three categories of (what the book Rules of Play calls) operational rules:Setup – the things you do at the beginning of a game.Progression of Play – what happens during the game.Resolution – How an outcome is determined based on the game state.last one alive wins
ControlsNOTES
What controls are used?their are many different default controls but you can customize your own
Was there a clear introductory tutorial?no
Were they easy to understand or did you find yourself spamming the controller?since you can change it and see it its easy
Resources & Resource ManagementNOTES
What kinds of resources do players control?building materials guns ammo healing and other miscellanies items mostly for movement or as weapons.
How are they maintained during play?you use them mostly during before or after a battle
What is their role?to help you win
A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW. Other examples are:Territory in RISK The number of questions remaining in 20 Questions Objects picked up during videogames (guns, health packs, etc.)Time (game time, real-time, or both)Known information (like suspects in Clue)
Game StateNOTES
How much information in the game state is visible to the player?kills, spectators, inventory, chat, materials
A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:Total Information – Nothing is hidden, like Chess.Info per player – Your hand of cards is only visible to you.One player has privileged info – Like a Dungeon Master.The game hides info from all players – Like Clue, where no one knows the victory condition.Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information.
SequencingNOTES
In what order do players take their actions?all at once
How does play flow from one action to another?you will change for example to aim or to heal but it all depends on the outcome of the previous event.
Some structures include:Turn-based – Standard board game technique.Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).Real-time – Actions happen as fast as players can make them. Action-based video games.Turn-based and time limits – You have this long to take your turn.
Player Interactionfighting
Some examples:Direct Conflict – I attack you.Negotiation – If you support me here, I’ll help you there.Trading – I’ll give you this for that.Information Sharing – If you go there, I’m warning you, a trap will go off.you can friendly an enemy with the universal crouch un-crouch but the bots and 9 year olds wont know it
Theme & NarrativeNOTES
Does it have an actual story structure?no
Is it based on a historical event (or similar)?no
Does the theme or narrative help you know how to play?no
Does it have emotional impacts?not even a little
Also, look for en media res (does it start in the middle of the game)?no
The Elements in MotionNOTES
How do the different elements interact?the bad movement forces you to build
What is the gameplay like?walking (at snail speed) to find loot or enemies
Is it effective?no
Are there any points where the design choices break down?no
Design CritiqueNOTES
Why did the designer make these particular choices?to make 9 year old children want to spend money on it
Why this set of resources?to make the game fun
(but not really.)
What if they made different decisions?it would probably be better
Does the design break down at any point?to me the whole game is broke down but not specifically
Graphics & SoundNOTES
Does the game art pair well with the mechanics?the game art actually is pretty good because they don’t try to hard to make it realistic and end up with garbage
Did you find any bugs or glitches?no
What about sound?the sound quality is ok
Can you spot any technical shortcuts?no
Various Stages of the GameNOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:
What challenges do you face, and how do you overcome them?the main challenge is not getting attacked by two groups at once in that circumstance you either take them on or run
Is the game fair?kinda
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?its re-playable but not nearly as good as apex
What is the intended audience?9 year olds for every version except maybe PC
What is the core, the one thing you do over and over, and is it fun?you fight people and well i like fighting people fortnight just doesn’t have the challenge required for it to be truly repeatable

This analysis form was adapted from https://notlaura.com/a-template-for-analyzing-game-design/

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