Sunday, 15 September 2013

Unit 1: Inventory task


Oblivion 



 Oblivion has a weight based inventory system. This means that if you pick too much up and you exceed the weight limit; your character will not be able to move. From the inventory, you will be able to change clothes and weapons, take potions, and look at items and keys. To access the inventory from the game, you have to be press B. When in the inventory, the user interacts with it to change apparel and weapons or to take potions.

The weight based inventory suits oblivion because you can also upgrade it which goes along with the leveling up, which is an addictive feature within the game to keep you playing. Plus, it also makes you consider what to pick up in the game because you have to be conscious of your weight limit. The inventory also looks like a book or a scroll which has yellowed a little within time, which suits the game because it is set in a earlier time. 

 I think that the inventory in oblivion is unique because not many other games have the same inventory type, it also adds a bit of realism into the game because you can only travel or move when the weight is under the limit. This influences my design because I want to make an inventory that is realistic. 

Dead Rising 



Dead rising has a utility belt inventory, which means that it wont interrupt the gameplay when you want to access items/weapons. When playing, the inventory is always on the screen at the top right. The user interacts with the inventory by either pressing LB or RB when they want to change weapons/items. You only start off with four slots to store weapons/items in the game. It is a very basic inventory as you can only pick what weapons/items you want to or to be choose what items you want to drop. 

One of the main aims within the game is to survive so by giving the game a limited amount of slots to store weapons/items add a sense of survival; this is because when your weapons break sometimes it's a matter of grabbing whatever's near you. Also, that the inventory looks like it could belong on a digital camera which is what Frank West (the protagonist) seems to carry.

 I think that the inventory makes the game more interesting and fun to play because you will need to level up to get better inventory space meaning that you will have to progress through the game to level up. This will influence my design because I want to make my inventory upgrade-able within progression.

Borderlands 2



Borderlands has a limited inventory space, the highest you can carry in the game is up to around 50 weapons. The user interacts with the inventory by being able to swap around weapons onto the weapon slots, and also sorting out what shield you have on or using your customization mods. You can also check your ammo, money and eridium. To access the inventory within the game, the user has to press back.

Borderlands is an fast-paced adventure game which is set in a futuristic world, which is why the whole holographic projection look for the inventory suits the game since it makes it look more futuristic rather than having a blocky menu pop up. Also, when you open the inventory it pauses the game, which helps since it's fast-paced. I think that the inventory in borderlands is easily accessible, easy to use and is aesthetically pleasing. 

The inventory in borderlands influences my own design because I would like my inventory to suit the game genre and settings. 


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