Success and Failure we all have had them and some of us are held back by them not letting our true nature show but others push through that failure and all themselves to push to new heights. I believe that failure in a way is more helpful in forming us as a human person because everyone has similar successes but our failures are what make us different. Failure in my life has help me be the person I am today because ever "bad" grade I have ever gotten has make me a little mad inside so I push to do better. In my life I haven't messed up big yet like ruining someones life or killing someone but I do have a lot of small failures like having bad time management skills, and how I have terrible study skills. In ten years hopefully i'm working out of college, and have a degree that i'm implying to a job that I enjoy. I think that my failures will tell me how I get there because the classes you take High School and how well in them you do effect your where you go to after High School. I believe that you're successful when you are doing something you love no matter the pay and supporting your loved one whom ever they be. My end goal is to be working somewhere in the game industry so I need to: finish High School with good grades, while in high school find a college that will allow we to pursue my dreams, attend that college, work very had while at college, while in college make sure that I can find more than just a teacher teaching me aka an internship some where relating to the game industry, graduate with the degree that helps me in get into the game industry, and finally wait for a job and apply for it.
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On Friday November 6th we went to the US2020 Game and IT Expo in Raleigh North Carolina. and we saw and learned lots of new things that will help us to possibly find a job in either the IT or Game Industries.
At the Expo there was one colledge there that was very important to all of us, and that was Wake forest because they had a booth about summer programs and other things that they offer to highschool students who would like to go into either a graphic design job or someone who want to do IT work. They had a pamphlet that laid out two paths that they had made one was a pathway more focus on coding and the other focused on design. The pamphlet talked about what classes you should take and how long the classes last how many credits there worth and if there are any prerequisites so it was very handy to learn the different pathways. I Believe that the most important booth was the VR booth because it shows just how close we are to things being fully VR. This is important to not only the gaming industry by allowing game makers to design brand new games but with VR to allow a completely new type of gameplay. But in other uses like you could teach medical students a cadaver without having to have a real human you could digitally show one in the VR and teach students what to do for different surgeries. Working in IT was a lot different than I thought. At first I thought they were the people that were slow at fixing anything at schools but I learned that they also serve the jobs of telling people the way something should be done because it is more fuel effective or saves money for the company. They are also are the people who code computers to do what they're supposed to do. People who work in IT have a lot better jobs than I and first imagined but after the Expo I have learned a new appreciation for IT workers At the Expo there were several local companies there showing off what they do and how their work applies to the IT or Game Industries. For Example there was Redhat, IBM and officials for colleges such as Wake Forest and NC State all talking about their IT programs for locals in the triangle. I thought it was cool how at NC State they had figure out how to apply the 360 video and control what direction you were looking without touching anything. Also IBM I belive had a station set up where people could build there would computers and learn about the different parts inside of the computer and what they do to help make you computer run smoothly. So we have learned about Game Mechanics now you are about to see the Game Mechanics actually in the real life games: Players, Objective, Procedures, Rules, Probability, Resources, Conflict, Boundaries, and Outcome.
Topple Players: In Topple you can have 2-4 players playing at one time. The game is for ages six and up so the rules have to be easier to understand for someone who is six so they are able to play the game. The number of players wouldn’t effect the age group because adding more players wouldn’t add anything to the game that would be confusing to someone who is six years old. Topples gameplay is multilateral gameplay because it’s more than one player fighting each other for the victory. Objective: In Topple players are trying to be the first person to a set number of points but it’s recommended that you play to 100 points without toppling over on your turn. Topple is a race game but it’s scoring mechanics are alignment base. Procedures: In Topple the important procedures are rolling the dice to figure out who goes first and rolling the dice to figure out where you get to place your next piece on the gameboard. The starting action is each player rolls the die and the higher number goes first. The progressive action is every turn you rolling the dice to see where you can place a piece. The resolving action is when someone knocks over a tower and a new round is started or when a player reaches 100. Rules: The objectives and concepts in Topple are defined by the rules of the game telling us how we are allowed to play and how we can’t play. Some restricting rules are you can only place your piece on the number tile you rolled. determining effects are when there is a topple there will be a new round or when someone gets 4 in a row they get a point for every piece they have on top. Probability: In Topple rolling the die to see where you are allowed to place your piece on the game board is a sense of randomness. Resources: The Resources in topple are: your pieces, and the game board. The gameplay is affected by the number of terrain spots, due to the small amount of spots there is a better chance for at topple. The game pieces are useful and scarce because they get you points and you only have a set number of pieces. Conflict: In Topple the games conflict comes from each player trying to compete for having the top spot on each of those tiles so they have the best chance to get points and this is the player experience, player against others and trying to be the first person to reach 100 Boundaries: They’re physical boundaries because you can’t put a piece on the floor you have to put it on the game board. Topple is a closed system game because it doesn’t interact with the real world. Outcome: The outcome is known when a player reaches 100 points. Tiddly Winks Players: In Tiddlywinks 2-4 players can play in single game. Due to the fact that the game is for 5 year olds and older the game mechanics should be simple to understand and read. If you added more players to the game that wouldn’t effect the game at all, but if you made the game for people who were older that would change the rules were you might have slightly more complex rules. In Tiddlywinks you have multiplayer interactions. Objective: The player is trying to be the first one to 200 points. Tiddlywinks is a race game because you are racing against your opponents to get to 200 points first. Procedures: Determining who goes first and what amount of points you want to get to win are some examples of important procedures. The starting action is where you let the youngest or the oldest go first then go in a clockwise rotation. The Progressive actions are shooting your winks into the cup and trying to score points. The Resolving action is when you reach 200 points and win. Rules: The objectives are to reach 200 points first and concepts are shooting and scoring. Some restricting rules are that you have to shoot in the green felt mat and you mat has to be an equal distant to the cup as every other player's mat. Some determining factors are if you make a wink into the 5, 10, 25 or 100 bins you score that many points. Probability: In Tiddlywinks when you first start out there is a little bit of randomness when you shoot your winks because you haven’t quite learned how to shoot your winks effectively. Resources: The resources in Tiddlywinks are you winks because you only have a set number to shoot on your turn, they are used to gain points by shooting them into the cup and landing into one of the bins. In a single round you only have 7 winks to shoot so that have scarcity and because you use them to score they are useful. Conflict: The sense of conflict is gained when you are racing against your opponents to reach 200 points first. Because the game is super competitive and games shouldn’t last too long causing players to enjoy the experience. Boundaries: In Tiddlywinks the boundaries are physical because you can only shoot on your mat and you can only score if you land one of the winks into the cup. the game is a close system game because it doesn't interact with anything in the real world Outcome: The outcome is reached when a player reaches 200 points first. Cootie Players: Cootie can be played with 2-6 player and can be played by ages 3+. If you changed the number of players that can play at a time you wouldn’t change the age requirement because you are just adding someone else who has to roll a die. Objective: In Cootie the objective is to be the first person to finish your cootie. Cootie falls under a race game with construction gameplay. Procedures: In Cootie rolling the die is how you get your pieces so it is the most important procedure. The starting action is finding out who is the youngest so they can go first then play proceeds in a clockwise rotation. The progressive actions are rolling the dice in the hopes of getting a piece to your cootie. The resolving action is when a person has: a head, body, eyes, a hat, mouth, and six legs. Rules: The Objective is defined as being the first person to finish your Cootie, and the concepts are building your Cootie and rolling the dice. Some restricting action are you can’t get legs without a head and a body and you can't have a head without a body, so you have to get the body first. Probability: In cootie it’s all about rolling the die to have the chance of getting a piece that you don’t already have, so this is the example of probability in Cootie. Resources: The resources in Cootie are your actions, Units. The Units are used to build your Cootie and the action are used to roll the die once per turn unless you get a body part. The Actions have a use (rolling the die) and are have scarcity because you only get one per turn, the units only have a usefulness because there are enough parts to build 6 Cotties in the game. Conflict: The sense of conflict is achieved by racing to be the first person to finish your Cootie and because you are racing to be the first person to build you Cootie you get the player experience of competitiveness. Boundaries: The boundaries in Cootie are Procedural because you need to get certain parts of the Cootie before you can get other parts for example you need a body to get a head piece. Cootie is a closed system game because it doesn't interact with the real world Outcome: The outcome of Cootie is to be the first person to complete your Cootie so the outcome is being the first person to finish your Cootie with the head, body, eyes, a hat, mouth, and 6 legs. |
AuthorIm a student at Durham School of the Arts Highschool in Durham North Carolina . I love playing video games and enjoy useing digital artwork as a platform to display information more efficiently, I also enjoy industrial photography and camping. Archives
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