The action adventure game "The Legend of Zelda: Ocarina of Time" and the life simulation game "The Sims 3" are two of the best-selling video games ever produced. Although both are very popular, they differ strongly from each other, not only concerning their structure but also in the game experience they offer their players. Video games are primarily developed and produced to entertain people and to make them enjoy their leisure time (Dickey), however, people have different desires and views of fun, and as a consequence their requirements on video games differ as well. To meet these requirements, game designers developed various genres which use different methods to engage the player to play and especially to keep playing. In this essay I will compare some of the game play strategies used in "The Sims 3" and in "The Legend of Zelda: Ocarina of Time" by investigating how they engage the player to keep on playing.
Table of Contents
1. Introduction
2. Defining Gameplay and Engagement
3. The Legend of Zelda: Ocarina of Time and Heroic Immersion
4. The Sims 3 and the God Complex
5. Structural Comparison: Scripted Narratives vs. Sandbox Simulation
6. Conclusion
Objectives and Themes
This essay explores how different video game genres utilize specific design strategies to engage players and maintain their interest over time. By comparing the action-adventure game The Legend of Zelda: Ocarina of Time and the life simulation game The Sims 3, the research investigates the psychological and structural mechanisms that motivate players to continue playing.
- Comparison of engagement strategies in action-adventure and simulation genres.
- The role of avatar identification versus the "God" perspective in gameplay.
- The influence of scripted narratives versus open-ended sandbox structures.
- Psychological reinforcement and the impact of player control on immersion.
- Target audience differentiation based on game genre and play goals.
Excerpt from the Book
The underlying design [of a video game] employs a variety of strategies and techniques intended to engage players in ‘game play‘. Strategies of design that lead to engagement may differ depending on the game genre, but may include role playing, narrative arcs, challenges, and interactive choices within the game […]. Depending on the genre and individual game, players may be required to analyze, synthesize, and use critical thinking skills in order to play and execute moves (67).
The Legend of Zelda: Ocarina of Time is a typical action-adventure game with role play elements as the player has to save the fictional world Hyrule and rescue princess Zelda by controlling a little boy named Link. The game has a fixed story that consists of a straight main plot and various subplots and it is won when the player has defeated the antagonist Ganondorf.
One engaging method of The Legend of Zelda: Ocarina of Time is its underlying story of saving the world and protecting a rather weak female from the evil. This principle often builds the basic plot in video games regardless of the genre and is for instance used in the platform game Super Mario World and in the survival horror series Resident Evil. In The Legend of Zelda: Ocarina of Time, the appeal of the framework plot is supported by the game’s character design. Apperley acknowledges that “the player identifies with their avatar, even through [sic] they are viewed in the third person” (15) and this effect is enhanced by the background story of Link. He starts out to be a normal boy but in the course of the game he becomes a hero. Thus The Legend of Zelda: Ocarina of Time portrays the illusion that everybody can be a hero and simultaneously lets the player fulfill this illusion. The game does not only make the player feel good about themselves but also important for other people. Thereby, it increases the player’s self-confidence which motivates them to keep playing.
Summary of Chapters
1. Introduction: This chapter introduces the topic of video game engagement and establishes the research focus on comparing two disparate game genres.
2. Defining Gameplay and Engagement: This section establishes a theoretical foundation by defining gameplay and identifying key strategies used to keep players engaged.
3. The Legend of Zelda: Ocarina of Time and Heroic Immersion: This chapter examines how scripted stories, character identification, and direct control mechanics create a state of deep immersion for the player.
4. The Sims 3 and the God Complex: This chapter analyzes how the absence of pre-determined goals and the "God-like" perspective allow players to exert control and find enjoyment in self-directed creativity.
5. Structural Comparison: Scripted Narratives vs. Sandbox Simulation: This chapter contrasts the two games by evaluating the impact of structured objectives versus open-ended interaction on long-term player motivation.
6. Conclusion: This chapter synthesizes the findings, confirming that while both games utilize fundamentally different methods, they succeed in engaging varied target audiences through their unique structures.
Keywords
Video Games, Gameplay, Engagement, Immersion, The Legend of Zelda, The Sims 3, Action-Adventure, Life Simulation, Avatar Identification, Behavioral Reinforcement, Game Design, Narrative, Player Control, Genre Analysis, Motivation
Frequently Asked Questions
What is the core focus of this research?
The study examines the varying strategies video games use to motivate players to keep playing, focusing specifically on the structural differences between two major game genres.
Which specific games are used to illustrate the research?
The analysis focuses on the action-adventure title The Legend of Zelda: Ocarina of Time and the life simulation game The Sims 3.
What is the primary research goal?
The goal is to investigate and compare how different game mechanics and design choices foster engagement and player motivation in different contexts.
What primary scientific methods are employed?
The paper utilizes a comparative qualitative analysis of game design, leveraging theories on immersion, agency, and psychological reinforcement.
What is the thematic core of the main body?
The main body contrasts the immersive experience of saving a world as a "Hero" in Zelda against the god-like power of controlling lives in the sandbox environment of The Sims.
Which keywords best describe this study?
Key terms include Gameplay, Immersion, Avatar Identification, Game Design, and Behavioral Reinforcement.
How does Nintendo's Zelda title foster player engagement according to the text?
It utilizes a scripted heroic narrative and real-time control mechanics that allow the player to identify with the avatar Link, resulting in high immersion.
What role does the "God-like" perspective play in The Sims 3?
This perspective provides players with an outside view that encourages creativity and the power to manipulate the lives of characters, satisfying a desire for control.
Does the author suggest that one game is inherently more engaging than the other?
No, the author concludes that both models are effective as they appeal to different desires and audiences within the gaming population.
- Quote paper
- Master of Education Lena Förste (Author), 2012, God or Hero: How Video Games Engage Us to Play Them, Munich, GRIN Verlag, https://www.grin.com/document/1247557