Monday, 16 November 2015

Task 1

There are many game genres that are made and displayed in the gaming industry but the one that stands out for me personally is FPS (First Person Shooter). These types of games makes us have a personal view on the characters perspective which could adapted into a story line and introduce an interesting story game play, you could experience the person view as it's like you are in the story it gives that dimension. This is what FPS games are good at by showing an intense story or an apocalyptic, showing that in a first person view is just expanding what it could be like when they introduce a whole new way for the story and get connections with the characters itself within the game.

This is the reasons why FPS games are unique to their own game genre because on how it could change the mood in-game and what could happen as it is shown right before your eyes, for example they might leave a story into a cliffhanger where they show maybe a person that you think might die and for me that would make it more tense if you see that in the personally it gives that more connection feeling that you are right there and make it more interesting for the person that's playing the game and might want to find out what happens, this is one of the reasons why FPS games are popular and in different variations of games. This shows many FPS games growing and showing some thing new every time and making the stories a lot more new, bold and interesting.

Achievements are usually the main part for rewards in FPS, becoming a really good shooter and high accuracy percentage for shooting or killing enemies you could show this in a online game play where you play people around the world online, For example if you got a group that needs help in an apocalyptic world that's trying to survive you might want to help them to survive and that could be an achievement on helping them survive that could be an objective and completion for maybe one of the story line, or maybe they could the story line and not helping the group and could change the path of the story line by making it two different ways of ending the story and introducing it on what your main character is like. Having two sides on the ending good and bad could make it interesting on expanding the characters interactions in the game so every action that you do in the game has a different story and maybe reaction to people around you and that could lead to having consequences.

FPS has different world locations and your main character could explore them to a persons view and this could have a different story line to the game, let's say if it's a horror first person this would make it so intense for the game because on how it could pop up out of nowhere and this has that thrill where you feel like you are in the room, or if its exploring adventure first person you could explore worlds or new locations and having multiple quests and different places you find, or make it more interesting and difficult on hiding some places and makes you find those hidden places. FPS is the main based elements that is used in most games to make them tense in some scenes, they use that in their advantage to have that standing out to most other genres.

Go back in time where FPS games wasn't as big as it was now in the late 1990's video game console gaming had classical video game the very first FPS game console that was released Wolfenstein 3D 1992 this was the first step on having a free roaming open world FPS having that ability to explore new stages, kill enemies, gaining achievements, solving these puzzles to go through the next stage and as the stage goes a long it be comes different as it is fast paced going through different levels as the difficulty becomes harder.


The video below is more of an advance modern game play for FPS you can see an average gamer playing ''Counter-Strike Global Offensive'' you'll be able see and tell that the game play of the game is a very tactical game and you see how the game play is different to other FPS games as this one is more action continuous based with the objective of planting the bomb or rescuing hostages, For me this is one of the enjoyable games with maybe hundreds of hours spent on this game you improve on being better at the game.

 

 The characteristics of the FPS game genre are of the things I've said and mentioned, how it includes working as a team and communicating to have a mentality of being a tactical game, most FPS games are different on the gaming visual whereas you can do puzzle, adventure, horror FPS games but for this type of genre is fast paced, tactical FPS and it shows it could be different and use the genre in a different style, I've also talked about how the certain having different scenarios where you can rescue hostages and plant bombs and the main objective on the game is working as a team based on which opposing side you are and as you progress and become better in the game the game introduced ranks in the game and these ranks will let you test out your very own skill in the multiplayer FPS competitive. Some FPS games tend to have some fast paced shooting but it isn't as tactical as the game play for it is quite different, as this game makes you focus on awareness and surroundings. 

Different games with the FPS genre in them have different item management it depends on which games, without the inventory screen and items the game would be very linear and boring, making the items and giving them makes that importance and the decisions that you do in maybe quests or adventure games, like for Counter-Strike Global Offensive it has a simple yet understand item management with the primary and secondary weapons and with the side inventory of grenades, flashes, smokes, etc.. This makes it simple for the gamer and understanding to them. 

Most games in FPS uses simple inventory system as it isn't as complicated compared to other genres and it makes it easier for the gamer and the perspective view, for example like call of duty, battlefield, titan fall. there has never been an inventory as it is not needed whereas different types of game genre on the FPS where you have to explore and discover quests the character might have to survive and loot stuff, if they add this to a FPS game that's not even need would just be pointless as the FPS games would be fine without them.

Making the FPS genre more interesting and a lot more different to others is exploration games where you explore and see new things and gain rewards and achievements. I've already talked and mentioned about this before but the world in the single player FPS is really interesting on how they introduce the story and make it completely tense, it could be the way they tell the story or maybe such a small character to the game has features of having unique sound tracks, ambient sounds, this really adds to the game and feel the game, you can compare this to a movie sound track and game sound track. This is important for the people who are playing or watching. Like for instance some movies don't have really good ratings but has some really popular sound tracks in them and achieve rewards for having the best sound track to them, this work for gaming as well on having an art of sound like the games that's been played.

Also need to talk about the narrative on this type of game genre so like the FPS games narrative it has many ways of showing it like in a fast paced action, quest, adventure, puzzle and many more it is a huge amount of narrative that you might find in FPS games and the structure of the game you might find yourself wondering about questions in the high skill to gather information from sources and knowing what it is about.

I mentioned about other popular features of FPS game genre and each now seems to come more in fast paced, tactical, strategy, adventure, quest games for example like Counter-Strike Global Offensive has some tactical strategies that is included in the game and fast paced based action game and this requires communication with the team to come out on top with the opposite side of the team. Counter-Strike Global Offensive has some similar things to movies and television programs as well as it shows the action shooting based you see how some of them has similar comparison and how accurate they are with the weapons that's made and used as props in the movie, this adds a lot of good narrative to the game genre and might want to find out more about the interest in the game on how similar based it is.

The FPS game genre the representation of the characters that's used in the game comes from yourself and how you control them and present them, you can do basically what you want with the communicating team and used those tactics to win games, with that having a character that is interesting in the game you can used a command to do a ''quick chat'' in the game as the voice of your character speaks and tells a command to the team. Also with that the opposing side in game could do the same as you play with hundreds and thousands of people around the world. I think FPS games comes as the dominant genre due to the mixed and complex choices they have with the game genre, it really sets that bar high with results you get and how most popular game turned out to be FPS like Team Fortress, Counter-Strike, Call of Duty, Battlefield also the classic game Quake. It really boast out their game types like their newest release Fallout 4 it has came out to be one of those FPS games with multiple inventory as it expands on choices on what you could do with the character and I don't think that many other game genres would do those type of stuff with the extent of the FPS genre it's mostly used in more of the popular games that's been releasing.

More features about FPS game genres is the way they have multiple components they have in different types of games like you see some games has crafting ability where you can boost up your characters armor or health and crafting allows you to make your character in game really strong and increase the stats with strong upgrades, you could also enhance your very own weapons that would be really useful against enemies. Some boost levels might want to increase your character aspect like the speed, strength or energy this allows another factor that you could use when making your character really strong and unstoppable, this is what crafting gives us and makes us more creative on what we could do to the character and maybe connect deeper within the game and how you play the game.

The final and last feature that I am going to talk about the FPS game genre is the ability to have companion either online or offline in the game and this allows you to have a team/friend on your side you might not find this in all FPS games but some do have then and it is included in the game and this creates a deep and depth relationship in the game, these are the perks where having a companion is helpful in the story in the game and tells the story on the connection between two characters, some times the story might make a twist and don't expect your companion to betray your side and make the story in the game more interesting and the feelings they had as you see most of this in FPS you feel like your more connected to the person in game. This might want you to know more about the story and wonder how, when and why this happens with a plot twist in the story and with that I think it tells the story a lot more better in FPS as you feel like your in the game with that character like I said this isn't just all FPS included you see them in some other game genres but as FPS game genres tend to be more versatile with the games they have.

Overall I think that FPS is one of my favorite game genre that's been included in most games as I play games mostly FPS I find them to be entertaining and interesting as I spend couple of hours playing FPS games, FPS is a really good experience that you will find in gaming as it is different to others.





Sunday, 1 November 2015

Task 1

Hypodermic Needle Model:

The hypodermic model is used as a communication which is intended message and directly received and accepted by the receiver. In that year the model was around in the near early 1920's to 1930's and that is considered obsolete in today's generation. It had some direct and immediate effect on some of the audiences with the mass media in the 50's it had a huge impact and shown influence of the behavioral changed. 



The "hypodermic needle theory" implied mass media had a direct, immediate and powerful effect on its audiences. The mass media in the 1940s and 1950s were perceived as a powerful influence on behavior change.

Several factors contributed to this "strong effects" theory of communication, including:
- the fast rise and popularization of radio and television
- the emergence of the persuasion industries, such as advertising and propaganda
- the Payne Fund studies of the 1930s, which focused on the impact of motion pictures on children, and
- Hitler's monopolization of the mass media during WWII to unify the German public behind the Nazi party


This put a fast and useful and powerful rise on television and radio which was around the world war back in the time. It was also the birth of advertising the propaganda, before around on the rise on radio and television you had some latest changes on the rise of both mediums, you saw the rise on advertising on selling different types of products and get people in the mass media on getting sided.

Inoculation Model:

We have discussed several ways in which others can change our attitudes and even our behavior. As it frequently occurs without our knowledge, it can be scary to think about how easy it can be to manipulate us. The good news is that there are ways for us to resist persuasion. Several studies have found that simply being aware of the possibility of an upcoming attempt at persuasion makes us less susceptible to that attempt. For example, one reason that product placement in a TV show or movie works is because people do not realize that someone is trying to influence them. If we are aware of the use of product placement as advertisement, we are likely to avoid attitude change as a result of this awareness. An even more effective method of resisting persuasion that expands upon simple awareness of persuasion techniques is attitude inoculation the subject of this lesson.

Attitude inoculation is a technique used to make people immune to attempts to change their attitude by first exposing them to small arguments against their position. It is so named because it works just like medical inoculation, which exposes a person's body to a weak version of a virus. The weakened virus triggers the production of antibodies in response, but it is not strong enough to overwhelm the body's resistance. Later, when exposed to the full virus, the body knows what to expect and is better able to resist than it would have been before the inoculation. Attitude inoculation, then, exposes a person to a weak logical argument that is contrary to their preexisting attitude. This triggers the creation of counterarguments in response. Later, when exposed to a strong persuasion technique that attempts to change their preexisting attitude through logic, the individual already has arguments to use in defense.


These showed some very good examples and description on what they discussed and show the attitude to inoculation and talked about our behavior and as we think as a human being and showed and talked about resisting, manipulate, persuasion. And then talked about the attitude on inoculation and described about different types of arguments and what triggers the body resistance and that is sometimes explained to maybe use as a defense as an individual or maybe the body is sometimes expose as a weakness to show the person.

Inoculation theory is sometimes very weird on how they get people in their industries to trick the public on buying different types of products it has a reaction to the human body to respond to that and believe what they say on whats advertised and some people in the public do believe that and say '' it works '' in their adverts and makes people buy more.

Two-Step Flow Model:

This type of theory involved a first type party and passing on different information that they have received from the media and their own perspective on to their friends and family and this could spread around to their family and friends. The ideal thing for this is how the media spreads really fast on just saying word from your mouth and this makes people from the public to believe. This is a very powerful way to spread information without needing to do much effort. For example let's say you said to a very influential person that this product is the thing you need to solve your problems and on how it's very good for you, he would then believe that and tell other people that he knows and spread this to make it even more true.



http://communicationtheory.org/wp-content/uploads/2012/07/two-step-flow-of-communication.jpg

Uses and Gratifications Theory:

This is more of a popular approach on understanding a mass communication in the theory place this emphasis a consumer more than a simple message itself and it's a lot more of what people do with it. It assumes members of an audience that are not passive but in fact trying to integrate the media on their lives. It also says a consumer is responsible on choosing which media for their needs is best. There are so many ways for this theory and how to apply it on, in the modern day we use social media for research or the web like google, youtube, this forms of media to research about maybe a video which tents to be comedy or music video this has many ways to connect to a lot of things. 



Reception Theory:

This theory is when the producers or some directors of maybe a series or movie construct a text and encodes with a hidden message or meaning to get the audience more think and interested, if this is done to a good and right standard these messages will be able to pick up relatively quickly and reminded of whats said in the message throughout a film. This could be done by actions in a film, the dialogue from a character, These are the types of audiences defining the messages to show that they are negotiated or oppositional.

Stuart Hall identified three types of audiences reading messages.

1) Dominant

2) Negotiated

3) Oppositional 

Dominant is about what the audience wants to hear from people and agreeing, but with limited knowledge on the subject. One example is political speeches where politicians say what the public want to hear, like improvements to the NHS and improving public transport.

Negotiated is when the audience agrees, disagrees or questions a political speech or news broadcast due to previously held news, as many people in America question FOX news as it has been seen in the past as a biased news outlet who support the Republican party.

Oppositional is when the audience recognizes the Dominant message but rejects it due to culture or political opinion, as people actively rejects any political speech from a party on any subject and acts as the opposition. When the audience is in this state you can’t get any message across to them, as they have already made up their mind on a person or subject.

(Slide show explaining what Reception Theory is and examples) http://www.slideshare.net/EssexDaggerBC94/the-reception-theory 







Task 2

The Effects Debate - Effects of sexual content, addiction and the violence within the games that is shown.

Is repeatedly mowing someone down in a bloodthirsty virtual rampage more likely to make a gamer do that in real life than someone who doesn't partake in the likes of Grand Theft Auto? That was the sort of question that Horizon: Are Video Games Really That Bad, a rigorous, if not entirely compelling hour (well, to the computer game-phobic type like me, at least), set out to answer. Contrary to popular belief, scientists are divided on the issue.

There is a debate that has been said towards going to the side of gaming related to memory loss and a new study that was found was brain games, with that it actually helps and dementia and the other people with brain problems with the relation with old ages.

Playing online games that challenge reasoning and memory skills brain training  could have significant benefits for older people in their day to day lives, according to a new study published today. 

Previous research has shown some promise for brain training in improving memory, although these small-scale studies have been inconclusive. This new research, which is funded by Alzheimer’s Society, is the largest randomized control trial to date of an online brain training package. Involving almost 7,000 adults aged over 50, it is also the first to evaluate the impact of computerized brain training on how well people can perform their daily activities.

This shown to us and explained that gaming can be good for some people and the negative point about it was it can be lessened by doing advanced research with this, and also tells that in the future you could find information like this pertaining to increase the functionality through the video games that's been played.

With other contents like maybe sexual contents within the game you could have some issues with the games industry that it is bad for some viewers but would be debatable on about showing a story and interest to get the audience to understand, you get like stories involve like romance and it isn't any different on movies and even television programs. There are some sexual themes all the time in movies and television shows so why should it be any different to video games, it similar to story telling on how a movie you get a couple that is in love with each other and may have some sexual scenes for a game they sometimes do the same thing but maybe tell it differently. There are some boundaries on certain things like oversexualized like an outfit maybe, I think that what should be similar in the game or even in a movie in my perspective.


Throughout the years we've seen couples of times that online articles about the sexism in games too and it relates to the sexual theme in the games, more women and men games journalism are joining the feminists that they are saying certain things in games have to stop, for example like sexualization of the characters in game and support has only been increasing the last few years and for me personally I think that they might have took it too far, but obviously they have some supporters and valid concerns. It's mainly to do with the females and shows the clothing.

Video games have always had a very uneasy relationship with sex. While any amount of horrific violence seems to be largely (but not wholly) accepted, nudity and sex still seem to be hot-button issues. The blame lies in multiple corners.

For most young people, playing games on a computer, video game console, or handheld device is just a regular part of the day. Most are able to juggle the multiple demands of school, sports, work or chores, and family life. Gaming becomes an addiction when it starts to interfere with a person's relationships or their pursuit of other goals, such as good grades or being a contributing member of a sports team.

Computer and video games, especially the massive multi-online role-playing games (or MMORPGs) such as "World of Warcraft," allow players to behave very differently from their normal persona. A shy child can suddenly became gregarious; a passive child can become aggressive.

Young people, who often feel powerless in their daily lives, suddenly have the ability to command armies, drive (and crash) cars, and wreak havoc on a virtual world with no real-life consequences. This is seductive!

And when that boy or girl is already finding it a challenge in the "real world" to make friends, computer and video games offer a way to interact with others in their "virtual world," without the distress of face-to-face interactions.

Video game addiction is starting to grow as it is more of a frightening prospect, some people has lost lives from such cases they did not leave the gaming area and didn't even eat, drink or sleep for a couple of days and this is a major problem and experts are currently doing tests to see what activates us on doing that, this is mostly targeted for pre-teens and teenagers on what affects their life. This concern about their education, the lack of sleep and health just because of video game addiction, in my opinion playing video games as my personal experience I think that I know when to stop and when to take a break as your body needs it unlike video game addicts they might play up to 8 hours or more, they need to know when to stop. It is very important for them as it is unhealthy constantly doing it as it drains their health and lack of laziness. I think that it is very important that researchers find out why us people/teenagers/pre-teens play a lot of video games, it's maybe to empty their mind and not having to worry about reality or maybe even having a lot of fun and not knowing when to stop, this is an important discussion that needs to be explained.





Monday, 26 October 2015

Task 1

Media Text:

The media text is where certain elements are presented in the test and might be in a book, program or television and we can talk about how certain media groups like an action film or horror film differs from different types of text and this structures the meaning and communication and values in the text and the connection with the other text.

''The media text is any media product we wish to examine. Every description or representation of the world, fictional or otherwise, is an attempt to describe or define reality, and is in some way a construct of reality, a text.''


Semiotics:

Semiotics is the process of studying the signs like a meaningful communication. This is useful for studying a structure like you could use semiotic to structure a questionnaire.



Genre:

A genre is something within a game, music, film has and it shows different types of meaning. Like for example for music you could get pop, r&b, rap but for games and films they have a similar meaning on genres like for the famous film franchise star wars that had a Sci-fi genre to it and with it's game it had some games like star wars battlefront. 

These are the other following genres:

Action
Animation
Comedy
Documentary
Family
Horror
Musical
Romance
Sport
War
Adventure
Biography
Crime
Drama
Fantasy
History
Music
Mystery
Sci-fi
Thriller
Western

Selection of content:

Selection of content is where you can select a specific content which is relevant to the subject and as a group this can be discussed on what kind of content we can find in games, films and others and talk about how they are relevant.

Genre:

Here we can talk about what contains in the game, film and splits the categories of genres it has like if the games or film is horror the romance, sport genre would go and leave it with an action adventure type.

Content:

We can talk about what kind of content the film or game has and might show violence or some sort of drug use and this can also help the viewers and warm them first on what it contains and this can make them think that and have a good understanding if the game or film genre is good to selection on what it looks like.

Construction:

This can be talked about on how the game is structured and what it's like, for example a beginning, middle and end this can be shown how it will be like and looks on how characters might interact with enemies such as talking aggressively, fighting or killing.

Narrative Conventions:

This could be talked about on what type of story to expect from a game or film and will mostly know about it on the title that has on the front cover. There are a few ways that contents interact with others, like a certain type of game play might turn into something different.

Common Codes:

This you could talk about what certain theme this will come to play and what type of sound it will make and will it give a better understanding that will be shown.

Construction of Content:

This is what we have just talk about in the selection, once we got our selected content then we have to construct it and piece it together, this shows a simple process once we got our content.


Codes and Conventions:

This is important in all of this so that things can make sense to the audiences and viewers and a really good example I can talk about it is the code and conventions of a action film that is shown, in an action film you'd expect a lot of fighting or maybe even gun firing or high explosions and sometimes it even shows slow motion effect to get the audiences and viewers intense on whats happening. 

Modes of Address: 

This can be defined as the ways in the relations which can be between the addresser and addressee and shows the constructed in a text. This is basically the way a producer or creator can talk to the audience and through text it can involve point of views and formality.





Task 2

This task I will be analyzing the constructs of the games The Last of Us and Just Dance 2 and will be compare the two differences:

Just Dance 2:

The basic construction of each game shows in it's title but I will go into detail and start with Just Dance 2, Just Dance 2 is more of a family game activity and made for the casual market and they would be right and shows that all different ages and background play the game and this makes it more of a party, family activity game and has increased the growth on gamer's and became a popular game. It is easy to pick up and play at the same time having fun with it when different and large majority of musics that's been played and asked why they mainly said it was made to have a really fun time with the game with maybe family members or friends. At the same time they showed off their bright colours in the background to feel and have that good vibe about the game and people can see it more of an attractive type of game, the way I would categorize this game is maybe call it more of a dancing simulator game because it shows how you are the main controller of the game and gain points by doing the right moves. The game shows that it is very sociable on getting active and up on your feet and maybe get competitive on getting the highest score.

This game has a very clear and understanding UI and very easy to navigate around and get to know about the game and knowing what to do since it's pretty straight forward, this is important as it is a casual market game and although that's not to say it's under the hardcore gamer bracket, they might not play it but overall it's just to have fun and have that casual gaming experience for an average person and achieve points and high scores in the game. Overall the game is made to attract younger and even older ages to shows the attraction and fun in the game.



The Last of Us: 

This game is completely difference to the first game that was talked about and in the perspective on what it looks like, the last of us is more of an action/adventure/survival game that is set in an apocalyptic theme in the country america, this game was very dark and gloomy that adds that apocalyptic atmosphere and surroundings to make it intense. That gives you that feeling as there is no hope for any humanity and the main objective in the game is to help a young girl in the game to escape the city but you do that using all the following things like to your advantage, sounds and being loud in the game will probably get you in danger or killed in the game. With the main enemies zombies known as ''clickers'' in the game have a hearing senses so using that stealth advantage to keep quite and away from the clickers. If I had to deconstruct the plays and styles I would put them them in the survival category once again but change the looks of the clickers to make them more zombie like to make it more real-like. But overall I thought the game had some really good structure levels and these levels you could explore on what to do and loot to survive and have that survival feeling that why the game made it one of the successful games and popular games exclusive to PlayStation.

There are some problem solving through areas I had to go. In my own experience playing the game I found that the game is like solving aspects there are some areas you have to get through unnoticed and makes it more of like a puzzle going through obstacles and barricaded to make you go the long way round. The game shows it is a third person view shooting game there is an UI to display like ammo, health, weapons and what you could use and interact with. Also what I like they added in the game is crafting by mixing items to make something different, you'll find these laying around the game/map and use that to utilize and have that advantage in the game.

 



Task 3

Just Dance 2 & The Last Of Us - Analyzing



First I asked the public if they played either both of the games that is mentioned and with the answer and results I got was 100% positive.


Then I asked about their personal experience about both of the games saying that if they have enjoyed it or not and the answers I ended up with was all yes as it shows it was a good basis.


Then ask the audience about their age and to see the results I got from their ages on people playing the two different games I had zero answers from people under 18 playing either both games and with the over 18 or more I had some fairly similar results with people over 18 playing both games and over 24 showing that they would play both games as well, this shows that my audience is younger teenagers to middle aged adults.


I asked about the audience on their employment status and if they are employed or unemployed or maybe even a student, I had people answering students and employed which shows that people would spend on these games to play them as maybe with friends or family.


After that I asked the audience on how much they would play games per week, I had all the people answering 10 hours or maybe even more this shows that playing 10 hours or more the students or the employed audiences has a lot of spare time to themselves and shows that they are not that too busy.


For my final question I asked them about if they prefer more of a relaxed gaming or physical the result I got was a few saying relaxed gaming and the rest on both, this gave me an understanding that the audience sometimes prefer both it or it maybe depends on them.










Task 4

Conclusion:

Overall just dance 2 and the last of us are very two different games and genre type but they have some similarities when it comes to their construction these methods of construction have different other looks but it doesn't mean that they are not the same like what it looks like in the game, they have unique other looks which gives you a different vibe feeling depending on the genre, like just dance is fast, active, keeps you moving, up on your feet, the colours in the game is bright, vibrant and inviting and bold. Unlike the last of us is more dark intense scenes to give and show that undead horror feeling, these look and give us a feeling which can associate with both of the games.





Each genre of the game is different but we can still identify these games with the selected genres like the just dance 2 is more of a simulator game and aims to get you moving a lot and get active to have that casual group of friends, parties etc. The last of us is more of a action/adventure/horror based on the genre it has you can identify this because of the looks from the game the main title gives it that feeling of the cover and you could probably tell that a lot of action is going to be involved on how you can see the dark element colours that is used in the title and same goes with the just dance 2 logo it gives that happy and excitement vibe that the game is colourful, bold and active and shows that it's friendly and aim for family, parties, friends and entertaining.

The objectives of the game shows way two different things on what to do and the outcome you will get like the just dance 2 has an outcome for the highest score points in game on getting the right moves by getting it perfect. You could also compete on who could get the highest and win out of your friends or family. With the last of us has the objective on surviving an a horrific event that happened in the city and make your way to trials, test and puzzles on saving the little girl and tells a deep intense story for each one.

You could see from these types of examples with two completely different games from each other doesn't mean that their construction of the game is different, it shows that each game has it's own objective on what to do and the outcome you should get, so it is important you build and structure your game correctly, to have that difference and that will make it very similar in their construction.