Friday 7 April 2017

Unit 6 - assignment 2 - task 2

P4 - Analysis of a Computer Game

Game: Total War Rome 2/Attila

Total War is a real time strategy game that focuses on human history for the setting/themes of their games. Using photo-realistic graphics the game capitalises on fast paced upfront action, accompanied by a board game style map setting which allows for ease of navigation around a top down map of the world. Utilising a strong campaign with various playable factions each total war has been vastly popular with the total war community (made up of its players and fans) and has been a benchmark in strategy games since its first release back in 2001 with "Total War: Shogun".

Each game released by creative assembly makes use of some historical event and uses it to create their games, however this format was changed for their most recent release 'total war: Warhammer' which used elements from another vastly popular franchise, something fans of total war have asked for.

Total war rome 2 and attila uses photo realistic graphics, this helps the player feel more immersed in the game, as if they are actually controlling real people's lives. After a popular mod by the name of "more gore" creative assembly added this as a permanent feature, making it an option whether you want more or less gore in the game. Along with its graphics the game also utilises environmental sounds, along with a soundtrack for each game that helps to further immerse the player into the world they are controlling. These sounds can include the sound of crashing waves by the oceans of the map, to birds tweeting before the battle begins. Aswell as the environmental and soundtrack sounds, there is a lot of dialogue, mainly found as a tutorial sort of dialogue that educates the player on how/what to do. Acting as an advisor to you, it helps to further place you in the position of power, and to lead your armies who also speak in the game.

There isn't much to a narrative structure in total war unless it is chosen, since the campaign can be either free play (make your own decisions) or follow the advised routes of commanders before you. An example of this is when playing as rome, you will be encouraged to subdue the gaelic tribes and the other Italian tribes that may pose a threat to you later on, however do not pose immediate danger. This is encouraged however as it was the action that in history, the Romans took. A more notable feature of the game that does have narratives, are the add ons/dlc packs that add new campaigns that actually follow history, such as caeser in gaul (following the events of Julios caeser) and hannibal at the gates (the carthaginian wars). These became very popular for history buffs, who were able to play out key battles in each campaign that actually happened in life. My highlight of these campaigns was being able to play as the Romans, and having to defend my legion deep in enemy territory against the suebi (germany). My army consisted of very strong units, however was only 500 strong with no cavalry or archers, as for the suebi they had almost triple my numbers fully equipped with archers and cavalry. This was a famous battle known throughout the roman empire, a story of betrayal, slaughter and death. The battle was not won by the Romans, however the creators added a possibility of the Romans winning through cunning maneuvers. I managed to win the scenario, after sustaining terrible losses however. This is one of the many appeals the game has, it relies on heavy strategic play and learning what troops you have, and also what troops you are going against.

I believe the narrative that the game encorporates is brilliant, it fully immerses the player into the role of a military and civilian leader. Using different notifications and pop ups through dialogue and events keeps the player on their toes, as with life nothing is made simple.

When you go to start a battle, you have time to set up your attack, which is key in determining the outcome of the battle. Other features in this time include choice of weather, and where you will place your units. This is key as you can and should use the environment to your advantage, archers in a high place, spears at the front, swords on the side and cavalry on the flanks. This requires the player to become a strategist, and when playing multilayer requires the players to out think one another.

With total war there are no main characters, instead the player is the main character, choosing either to rule the world or take over it and govern it properly. This sense of power to the player is what becomes addicting, having the choice to spare a civilisation and make it an ally or obliterating and raiding all their towns can be something players lose themselves over.

Being an intense strategic game, total war isn't normally aimed at children, yet the odd exception comes about. The main target demographic for total war is 16 and up, due to some of the language used. Targeting people who enjoy history, and also those who enjoy a game where strategy is needed it hits it's demographic perfectly. I believe the games created in this series use the right ratios of history with free choice. Some games can go wrong where they force a decision out of the player that they would not normally make, total war however suggests the course of action that another (normally a historical figure) would take, however let's you choose what you would do. This can normally lead to a lot of problems with what happens in the game, but allows for the player to experience the consequences of their own choices, and after time formulates a style of player different to each person. The demographic is also met well due to creative assembly actually listening to what people have to say about their games, for example total war fans requested a game after rome 2 that was more gore and had a more ruthless villain for the player to either play as or play against, thus attila was born. This game encorporated many ideas stemming from customer reviews, however to all its brilliance each total war has had its down sides and features that don't work. Empire total war was the worst in the franchise and did a good job of not only ruining historical events, but also the game itself with poor graphics, and out of sync sound issues. Later fixed by games to follow, however coming with another issue that some would say is worse, the over use of dlc's to fill a game, requiring people to continually purchase and spend money on the game. With the games already being a high price this was too much for some, and has caused total war to not have the high opinion that I regard it with. To me it's brilliance lies within the decision a player makes, a game that is more of a vessel that the player commands as opposed to a game that forces a player to make and do unrealistic things.

The genre of strategy games hasn't been most popular with the vast public, however has a nice community that comes with it. A community that enjoys to outwit one another, as opposed to winning by luck (call of duty). The genre has grown bigger however with games such as total war leading it, and I believe strategy is a genre that will always be apparent, much like the game of chess or hnetafl (viking chess) which has been around for centuries. 

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