Game Tokens

  1. Descripción: Objetos simbólicos (game tokens)

    Entidades que se pueden manipular directamente en el juego y que tienen relevancia en el desarrollo del juego. Existen varios tipos de game tokens.

  2. Ejemplos:

                    

    • 2.1. Rupias

    Monedas parecidas a gemas hexagonales cuyos colores varían dependiendo del color que tengan.

    Es la unidad monetaria de Hyrule, reino ficticio de la serie de videojuegos The Legend of Zelda. Se utilizan para:

    – Adquirir objetos

    – Adquirir armas

    Puede encontrarse al derrotar enemigos, cortar césped, destruir jarrones o formaciones rocosas o al abrir cofres. Los valores de las distintas gemas son los siguientes:

    Verde: 1 rupia.

    Azul: 5 rupias.

    Amarillo: 10 rupias.

    Rojo: 20 rupias.

    Violeta: 50 rupias.

    Dorado: 200 rupias.

    Este game token se clasificaría dentro de los que tienen un valor que afecta a la puntuación general y a su vez también son parte de la escenografía del juego, ya que el reino Hyrule, escenario principal, es un sitio mágico que posee bosques, montañas, lagos, un desierto, villas y templos antiguos.

    Es decir, estas unidades monetarias que tienen apariencia de gema forman parte del entramado ficticio del juego, ya que los personajes utilizan magia y poderes emitidos por su cuerpo o por algún objeto.

    Las gemas o piedras preciosas, son rocas o minerales tallados empleados desde la antigüedad para fines suntuarios, asociadas a lo mágico y sobrenatural, otorgando poderes sanadores.

    También tienen un valor alto en el mercado de intercambio de bienes, siendo las más costosas el diamante, el rubí rojizo, el zafiro y la esmeralda.

    • 2.2. Arenas del tiempo

    Objeto simbólico del juego Prince of Persia que el protagonista utiliza para retroceder en el tiempo.

    Las arenas del tiempo están contenidas en la daga mágica del príncipe, para rellenar este poder, el protagonista adquiere más arena cuando mata a los enemigos, que son monstruos de arena. El nivel de dificultad al derrotarlos, cambia según los enemigos con los que el personaje lucha. A mayor dificultad, más arena obtiene tras el combate.

    Pertenece al grupo de game tokens que proporcionan habilidades especiales al personaje ya que las arenas del tiempo en el juego, son un regalo de los dioses que dan la habilidad de invertir el tiempo y permiten a su poseedor gobernar el mundo.

    • 2.3. Aku Aku

    Este objeto es un espíritu guardián representado como una máscara que protege a Crash Bandicoot de la misma manera que lo haría un escudo a la vez que le otorga poderes especiales.

    Si el personaje lleva este objeto encima, tendrá una oportunidad de seguir vivo si es golpeado por un enemigo. Si acumula tres, Crash es invencible por un tiempo limitado.

    Se trata de un antiguo espíritu de un brujo que vive dentro de una máscara de madera y es guía del personaje. Tiene la función de protegerle y ayudarle a derrotar las fuerzas del mal.

    Significado simbólico: Aku Aku es la representación de una máscara africana.

    Estas máscaras desempeñan un papel importante en las ceremonias tradicionales y danzas de teatro.

    Pueden ser de distintas categorías:

    • Espíritus del antepasado.
    • Héroes mitológicos.
    • Antepasado y héroe.
    • Espíritus animales.

    La máscara es un objeto que habita un genio, es un ser sagrado mediador entre Dios y los antepasados de los hombres, tiene la función de amuleto y castiga a los culpables.

    Aku Aku se encuentra en la primera categoría ya que es un espíritu de un antepasado, en este caso, un brujo.

    ———

  3. Description of the actantial role: “Game Token”
    1. Actantial Role: “Game Token”

    Game tokens are the symbolic objects either can directly affect the game flow or don’t directly affect the game but let player to manipulate the game in terms of score, ability, duration, etc. There are three types of tokens: First, Tokens with a value that affects the game score, second, tokens that give extra lives or abilities and lastly, tokens that provide necessary information about the development of the game. These objects in relation with the game mechanics, most of time related with the rules and always for the benefit of the player so even when they are not affecting the game flow directly, it creates a different perspective in the player; makes the player to influence the game flow through using them so it creates a feeling of being involved in the game not just following the scenario. They are also a part of the game world that may affect and change it both conceptually and contextually.

    1. Archetypes that can play this role:

    B.1. Game tokens with a value that affects the game score.

    A type of token that mustn’t necessarily affect the game in any ways but game score. A token that just affect only the game score sometimes with other functions. So, mostly noticeable when the “high score” in a game is one of the important features of a game.

    B.1.1. Example

    Dots in the game “Pac-Man”

    Little simple dots in the game have only a function of gaining score. Character tries to collect all the little dots to move to the next chapter which are equal the chapter before. Every little dot that Pac-Man collects, higher the score so the abilities of the player would be measured. When we analyze the game within its period which is 80’s we can relate the game with consumption madness in the world especially in USA. So, the little dots symbolize the consumption that the Pac-Man needs and it never stops to get the highest points to become “the best” as one of the measurements of success of the “American Dream.”

     pacman1.jpg

     B.2. Game tokens that give extra lives or abilities.

    The main character or the side characters of the game benefit from that type of token to ease their “duty” in the game. This type of token sometimes not necessarily being used, but will facilitate the character’s obligations and responsibilities throughout the scenario.

    B.2.1 Example

    Glowing symbols and cloth pieces in the game “Journey”

    The scarf of the main character in the game serves him/her to use his/her special ability which is a magical flight in this case. Every glowing symbol that character has found, grows character’s scarf so the character can fly longer. But after every flight the magical script on the scarf disappears. To renew the script character must find “alive” cloth pieces. Per the concept of the game a journey of a hero is eternal and hero himself/herself can be exist because of his/her journey just like in the “journeys” of Heracles, Perseus, Achilles, etc. in Greek mythology; it is impossible to think them without their stories. If so, the tokens of this game symbolize the mythological aid that those mythological heroes had to complete their tasks and “journeys.”

    Journey.Game_.full_.1293648.jpg

     B.3. Game tokens that provide necessary information about the development of the game.

    B.3.1 Example

    Information, knowledge and some items in the game series “Fallout”, “Elder Scrolls”, “Bioshock”

    Every decision that the character takes is forming the scenario of the game. So, the main quest and the side quests are changing according the character’s decisions, the items that he/she has found, the conversations he/she has had. Furthermore, some of the tokens are playing a different and more realistic role compared to other games; it makes character to use the necessary item or necessary information when required.  Even the information itself can be used as a game token to develop in the game. So, in this case the game token is becoming a indispensable feature of the game to move on in the game flow.  The tokens are one of the factors that making the game more realistic and rational. Just like in life, objects, items, knowledge etc. are providing the real information and real ability to develop in life. So, game token is being something more than you just use; it’s giving new perspective and new abilities to the character to develop in the game.

    maxresdefault.jpgFallout-4-questitems.jpg

    bioshock-infinite-interactions-with-npcs.jpg

    Another and simpler example is the items in the game series “The Room”

    Every item that the player has found is indispensable feature of the game. Because every token that a player gets must be strictly has a role in the game and mostly giving information or helping the player about how to escape from the room.

    theroom2-guide4-26.jpg

    References:

    Marcus Puckett. (2012). Reading Between the Lines: Pac-man. http://www.gatheryourparty.com/2012/09/10/reading-between-the-lines-pac-man/

    Morales Mora, Joan. (2015). Serious games : diseño de videojuegos con una agenda educativa y social. Barcelona: Editorial UOC.

    Campbell, Joseph. (1949). The Hero With a Thousand Faces. eBook

    Alan, Ali Cankat

Anuncios