I am dead.
I am lying in an
apartment block somewhere in Russia.
I was heading for
the roof to have a look around. half way up the ladder I fell.
A glitch. A wrong
push of the button. And two broken legs.
I crawled down for
flights of stairs. I got all the way to
the door.
Two men approached,
they were not there to help.they had guns.and they had bullets.
I am dead..
In my most
successful and longest-running game of DayZ this is how it all came to close.
The game is
still in its early beta so a great deal of things is going to change,
hopefully.
The game
does not feel complete yet. The game has not been very consistent the times I
have played it. And it still suffers from untimely server crashes.
It is
constantly getting improved and the things I find problematic might change in
the final game.
It has all
the seeds to be a great game.
The times I played it though I felt a bit like
the undead I was trying to avoid. I couldn‘t quite figure out what or why I
didn‘t enjoy the game I have been told was so great.
In this analysis I will try to explain why.
Analysis
I am going to use Calleja’ model of involvement
in the analysis.
in it there is six types of involvement.
here follows a quick summary of the six types.
1:
Kinesthetic
involvement
„freedom of action allowed and the difficulty
of the learning curve of the controls involved as a major influence on the
players involvement in the game environment“
2:
„The spatial
involvement concerns players engagement with the spatial qualities of the
virtual environment in terms of spatial control navigation and exploration.“
It is also the process of internalizing the game space
and giving players a sense of inhabiting the game world, basically a sense of
place.
3:
Shared/social
involvement
„The engagement derived from players awareness
and interaction with other agents ... these agents can be human or computer
controlled“
4:
Narrative
involvement
„The engagement with story elements that have
been written into again as well as those that emerge from player interaction
with the game.“
5:
„Encompasses
various forms of emotional engagement that. Emotional engagement can range from
the calming sensation of coming across an aesthetically pleasing space ... to
the adrenaline rush of an competitive first-person shooter.“
6:
Ludic
involvement
„players engagement with the choices made in
the game and the repercussions of those choices.
the choices can be directed at the goal given
by the game but also the goal decided by the player or a community of players.
it also encompasses choices made on the spur of
the moment without relation to any overarching goal.“
Are you
in the zombie apocalypse?
I‘m not sure I am. I‘m going to figure out
why.
This is a prioritized list of the involvement
types in DayZ.
It is subjective and based on my personal
experience of the game.
My experience is limited to four sessions
consisting of 3 to 4 hours of gameplay.
And as the game is still in beta my listing
could change dramatically in the final game.
I will go through them one by one and explain
why I have prioritized them as I have. Then I will see why and if the game
failed to involve me.
Spatial involvement.
affective involvement
shared/social involvement
ludic involvement
narrative involvement
kinesthetic involvement
the first is
Spatial involvement:
The navigation and exploration is interesting
in the game.
There is no mini map. If you find a map you
can look at it, it does not tell you where you are so navigation is handled in
a way like real life.
Navigation is hard you can easily be turned
around so you have to look at the landmarks and signs. All the signs in Russian
which complicates things even more.
A lot of the game have you exploring the
countryside. the exploration is necessary for survival.
Your avatar needs to drink and eat. and
scavenge useful materials and of course weapons. to defend himself from the
undead and the other players.
The game engine makes the world look realistic
or enough like the real world and that makes the navigation and exploration
engaging. You can spot at building or maybe a crane in the distance and make
your way to it. The buildings and the small towns are laid out in a familiar
and recognizable pattern. We know how to navigate these things in real life and
it makes the game space feel real.
It helps you internalize the game space and
involve you in the game.
Some things does break your suspension of
disbelief and makes the game feel very much like a game and one in beta at
that.
You can walk into the house go through rooms,
rummage through the kitchen, bookshelves, and take books and clothes and
hopefully food.
Walk down the street into the next house and
the interior is an exact copy of the other house.
When you have done this three of four times
the houses doesn‘t seem like real places more like similar mystery boxes that
can be filled with useful stuff on nothing at all.
A lot of doors in this part of Russia is
locked for no apparent reason. Sometimes none of the entrances in the house
work. Or maybe only one way in is viable.
In one of my game sessions I followed a road
through the woods and apparently literally walked off the map. After running
through empty and barren hills for 10 minutes. I walked back, all the way back
to the forest and the game space.
You don‘t feel constrained, or at least I did,
in your exploration of the game space. I did not realize I had walked off the
map which can be seen as a boon and not a disadvantage to the spatial
involvement.
I would have noticed if I had walked into and
invisible barrier. but would have found it just as confusing. The game space
seems real so it is only in the instances where it is not, that I realize how
spatial involved I am.
Affective involvement:
It is by the same token the affective
involvement is high up on my list.
The game‘s sense of place spills over into
affect involvement. the sun on the hills, the insects and birds along with the
sleepy seaside towns, the air field, factories and military bases.
It all adds emotional engagement. We know most
of these things from real life and to see them abandoned with undead littered around
brings the game alive.
There is also moments of adrenaline, when
meeting a zombie without carrying a weapon. Or the moment when you meet another
players avatar and you don‘t know whether they will be friend, or Foe.
that neatly brings us to
Shared/social involvement:
The interaction with other agents in the game
is a huge of what the game is about.
In the zombie fiction the social aspect and
group dynamics are important. people together fighting against the end of the
world and each other.
In the game of DayZ it becomes part of the
game.
The other players will want your stuff, or
sometimes they will want to help you to increase their own and your chances of
survival. I never met anyone who tried to help me.
Every meeting with another player was interesting,
and a bit scary. I only met a group of people once, and they shot me
immediately.
But all the other encounters and it would be
running away with killing the other player which is not the most interesting
outcomes.
The social aspect is a big part of the game as
it is and will be an very important part of the final game.
It will be very engaging to survive in the
game world with your friends. If you manage to find them.
The only other agents in the world are the
undead. And every interaction with them are the same. You either fight them and
die or survive or you can just run away.
But always know that the undead can pop up at
any time. As long as you don‘t have a weapon that is scary and engaging but as
soon as you get a moderately good weapon the thought of meeting a undead is
nonproblematic, even trivial.
next is the
Ludic involvement:
Planning is
also a big part of the game. The immediate problem that faces the player is
getting food, water and a weapon.
Food can be
found but it has not really to do with the choices you make. It comes down to
blind luck.
The same
can be said about water and weapons.
You can
also survive for a long time without food and water.
The game
does not give you any goals, really. And I never felt I had to make any really
meaningful choices.
I just
mostly wandered around. And that is not that interesting.
Next I put
the:
Narrative involvement
There is no scripted narrative in the game.
It is possible to experience interesting
moments in the game. And that can constitute a story, as is clear in my intro.
The spatial and affective involvement could
also be experienced as a emergent narrative.
But most of the time when I have played the
game, not enough interesting things have happened.
Nothing that could constitute a narrative, or
an engaging one.
Lastly we have the:
Kinesthetic involvement
The kinesthetic involvement is not something I
would highlight as positive. The game lets you do a wide range of things. But
knowing exactly what button to press can be hard and frustrating to figure out.
And mastering these controls is not something that would give not a huge amount
of involvement or pleasure.
The controls are still clunky and being good
at controlling your avatar will not give you a huge advantage against zombies
or the other players.
Looking at the game in this way has helped me
understand why I did not find the game very engaging.
I feel the gameplay is clunky and not really
that engaging. Wandering around the Russian countryside while being hungry and
thirsty, is about as much fun as it sounds.
The undead and the other inhabitants of the
world should serve to make the experience more interesting. But the zombies is
not something you need to plan for and are not that big of a threat.
And other players few and far between and I
have always been able to run from them. Except when I broke both legs.
The game mechanics are still a bit difficult
to figure out, it is not always clear what you can do and how. That will
hopefully be fixed when the game actually comes out.
An End
What I found interesting and engaging was the
game world itself. The world is realized very well it feels and looks real,
trying to figure out where you are and where you can go and more important
where you should go is the most engaging part of the game.
Looking at real map of the place I was walking
around with my virtual counterpart was the part that gave me most pleasure.
Just trying to figure out where I was planning
where to go.
And the desperate hope of reaching a far-flung
part of the world to get that one piece of supply was what kept me going
through the desolate and quite frankly boring Russian countryside.





