Aspects of Play: Big Jump Challenge

As part of the module, the task was to look into the various types of games within the 3 specific bands of play. The band this game I shall be discussing ‘Big Jump Challenge’ belongs to is Internet Based.

When playing Big Jump Challenge, I found that it belonged to the following categories of play in relation to Roger Caillois’ theory of play; Mimicry and Agon

In terms of Mimicry you play as a skier attempting to take on the aforementioned ‘Big Jump’ challenge, of which you are tasked with going as far as possible. Agon comes from the highscore section within the game where players can compare and contrast scores with other players or friends to see who can get the furthest, of which enforces replayability by creating competition between the parties involved. Illinx doesn’t make an appearance within this game because the game centers around a 2D perspective and doesn’t really attempt to distort the players field of vision nor does it attempt to make the player disorientated in any regard. Alea doesn’t really come into play with this game, this is solely on the fact that this is a ‘how far can you go?’ simulator of which the only aspect of play is within the players control and nothing else on the screen, in terms of obstacles to stop a jump.

In terms of the elements in this game that I liked, I really liked the ability to compare and contrast highscores with other people as that is a great way of making something somewhat replayable.

State of Flow, was it achieved?

No. In honesty the game itself and the control scheme for how it operates, irritated me because of how frustrating the control scheme and overall game was. You could build up enough speed in which you’d think you would get a relatively big jump but end up with the same height on a jump as you would if you put minimal effort into the build-up to it. Flow wasn’t introduced solely as a measure of disliking the game and not being able to be fully immersed with it.

If I were designing a game similar to this, I would improve the control scheme so that it’s easy and accessible to a wider audience.

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