X-COM: UFO Defense vs. XCOM: Enemy Unknown - Using Gameplay Design Patterns to Understand Game Remakes
Övrigt konferensbidrag, 2014
We analyze X-COM: UFO Defense and its successful remake
XCOM: Enemy Unknown to understand how remakes can repropose
a concept across decades, updating most mechanics, and
yet retain the dynamic and aesthetic values that defined the
original experience. We use gameplay design patterns along with
the MDA framework to understand the changes, identifying an
unchanged core among a multitude of differences. We argue that
two forces polarize the context within which the new game was
designed, simultaneously guaranteeing a sameness of experience
across the two games and at the same time pushing for radical
changes. The first force, which resists the push for an updated
experience, can be described as experiential isomorphism, or
“sameness of form” in terms of related Gestalt qualities. The
second force is generated by the necessity to update the usability
of the design, aligning it to a current usability paradigm. We
employ game usability heuristics (PLAY) to evaluate aesthetic
patterns present in both games, and to understand the implicit
vector for change. Our finding is that while patterns on the
mechanical and to a slight degree the dynamic levels change
between the games, the same aesthetic patterns are present in
both, but produced through different means. The method we use
offers new understanding of how sequels and remakes of games
can change significantly from their originals while still giving rise
to similar experiences.
gameplay
X-COM
XCOM
gameplay design patterns
patterns