Game Analysis: Genshin Impact

Summary

  • I chose to analyze Genshin Impact because I thoroughly enjoy the overall game play and open world concept. I find it to be very fun and addicting.

Game Play Analysis

Formal Elements
The Basics
Name of the gameGenshin Impact
The platformAndroid, IOS, Playstation, Windows
Time played (should be at least 30 minutes)> 2 years
If you could work on this game (change it), what would you change and why?Better reward system because currently it feels very hard to gain and level up items
PlayersNOTES
How many players are supported?4
Does it need to be an exact number?yes
How does this affect play?affects how much effort you put into the characters you play
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.player/multiple player against the game/environment
Objectives/GoalsNOTES
What are the players trying to do?
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).A mix of collection, solve, and build
Rules/MechanicsYou gain characters in events or the gacha system and level them up and fight enemies while following the story quest
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.you receive free starter characters and level them up. Then you progress in the story quest and complete missions.
ControlsNOTES
What controls are used?vary for platform
Was there a clear introductory tutorial?yes, throughout game
Were they easy to understand or did you find yourself spamming the controller?fairly simple
Resources & Resource ManagementNOTES
What kinds of resources do players control?weapons and “artifacts” for characters
How are they maintained during play?kept in inventory and can be leveled up
What is their role?to make your character stronger
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)objects picked up during video games and time
Game StateNOTES
How much information in the game state is visible to the player?health, player layout, minimap, ability icons, quest tabs
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.mix of total information and info per player
SequencingNOTES
In what order do players take their actions?vary for team composition
How does play flow from one action to another?vary for team composition
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.real-time
Player Interactionplayers can interact with crafting systems, food stations, npc characters, some buildings, and hidden puzzles in game
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.mix of negotiation and information sharing (very team based game)
Theme & NarrativeNOTES
Does it have an actual story structure?yes
Is it based on a historical event (or similar)?no
Does the theme or narrative help you know how to play?yes
Does it have emotional impacts?yes
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?you fight enemies and receive materials and rewards
What is the gameplay like?the main game play is based around the story and can be intense at times
Is it effective?yes
Are there any points where the design choices break down?no
Design CritiqueNOTES
Why did the designer make these particular choices?to make the game flow together
Why this set of resources?This set of resources goes really well together
What if they made different decisions?it wouldn’t give the same effect the game has now
Does the design break down at any point?no
Graphics & SoundNOTES
Does the game art pair well with the mechanics?yes
Did you find any bugs or glitches?no
What about sound?sound design is very special to the game
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:make sure you’re reading about your characters stats and leveling them up as you go
What challenges do you face, and how do you overcome them?
Is the game fair?The game can be fairly difficult at times and tutorials on YouTube can help, but its overall not too hard once you get the hang of the gameplay
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?no
What is the intended audience?people who enjoy a little mix of exploring and battle type games
What is the core, the one thing you do over and over, and is it fun?farm enemies and domains to level up characters

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

Resources

Books

Mr. Le Duc’s Game Analysis Resources

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