Congrats on finding my first ever blog on games analysis. In my philsophy, you learn by teaching - and you can teach by writing.
This week: Crush the Castle.
In One Line
"The broad definition of regicide is the deliberate killing of a monarch, or the person responsible for the killing of a monarch." - Wikipedia:Regicide (accessed 9/5/2009 AD)
Introduction
Given this sucinct goal-narrative two-in-one as a starting point, I will outline the dimensions of challenges that the aformentioned task entails and the manner in which these challenges are linked to form such a terrific conduit for appeasing ones' appetite for havoc by utilising the (convieniently provided) means of spherical projectile application.
Why is it fun?
By application, I mean to say that this game isn't simply victory by button mashing. It involves skill to complete a series of conceptual puzzles. To breifly expand - a test of reflexes as well as knowledge and learning.
Dimensons of Challenge
Reflexes
The main source of player agency is the catapult. The catapult requires the need for reflexes to guide the projectiles onto the targets Achilles' heel. Reflex is the most basic dimension of challenge in the game.
Tatical knowledge
Achilles' heel? That is to say the best place to hit it to cause the castle to collapse. This second challenging dimension involves learning the games mechanics: where to hit it, the order of what to hit. This is trial-and-error (ahhh.. the slowest way to learn) so when it comes to the basic challenge of 'reflexing', the player has gained knowledge applicable to this task by learning through observation during previous failed attempts at castle demolition. This form of information release can be described as both pivital and player controlled.
Strategic Intelligence
At a higher level players learn the effect of new forms of ammunition. As the player decides which ammunition can be used to destroy each form progressively expanding array of building materials, an ad-hoc net payoff matrix goes through their thoughts. This expands in complexity when building designs become a factor in tatical decisions. As I describe it here, this does sound prone to emergence however I assure the reader that there is a clearly definable slow release of information throughout the levels.
Level Staircase
Slow release hey? Although there are about 25 challenges, I think you can logically break down the levels by the introduction of types of ammunition. What occurs in the game is that the start of each new ammunition type heralds and easy level that aids the clear and quick learning of a new strategy to breach the new form of castle. This demonstrates the principle of a 'staircase' difficulty slope over time existing in the game.
Assertion: Knowledge cascade
Backtracking a little bit, I would say there are two levels as which the player needs to obtain and apply knowledge throughout the game. The first at a middle 'tatical' level and secondly, although there is no over arching (path/narrative altering) game strategy, there is another high level of knowledge requires a understanding of the progressively changing environment which I would thefore define as strategic intelligence. In short: this knowledge informs the player giving extra information at a tactical level, then applied to the low level 'task' knowledge; a knowledge cascade.
Conclusion: Dimensions > Conceptual Challenge > Gameplay
In conclusion, with the combination of the intrinsic skill embodied by the relationship between learning and reflex, as well as the need to be efficient and thrifty with limited ammunition at each stage - I would identify this game as one that primarly revolves around a series of conceptual challenges - fun and interesting.
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