Call of Duty: Ghosts - First Person
Game
The main menu for Ghosts is similar to the ones which are
used in The Last of Us as the colour scheme are near the same as they both use
black and white. The menu system is easy for players to use as there are only
four options in which the player chooses from, underneath each option there is
a small description which briefly explains what it is about. The person to the
right is important as well as the mask he wears is the main attraction for
Ghosts, as it is seen on most posters advertising the game. The menu as I said
before if easy to navigate through as there is only four options, this is good
as a player you don’t want a menu system which is overly complicated to
navigate through. When you compare this
to an in-game menu, it again is fairly easy for players to use as the user can
only use three or so buttons, one for selecting options, one for going back to
the previous page and finally the directional buttons which help the player
navigate through the menus.
The input methods as I spoke about above, there are really
only three buttons which the player can use, one for selecting, one for going
back to previous pages and the direction pad for navigating. The menu systems
are all very smooth when using them, the best thing about the menu system in
this game is that the player can swap to either game modes such as switching
from the campaign to multi-player very quickly unlike the previous installments
of Call of Duty where it took a little while for the game to load each game
mode up.
In the game there are certain actions that the player can
perform such as sliding and the obvious one of jumping, the controls in the
game enable the player to slide and almost instantly ready their weapon by
aiming down the sights, this is a very unique feature as it really benefits the
player’s who like quick or fast paced games. This blend also allows players to
jump and aim at the same time, this also can be beneficial to player’s when playing
his game as you wouldn’t want to have to
wait till your jump has finished before you can then aim, in most situations
the player’s character would have been shot.
Some of the methods that this game gives feedback could be
when the player is on the main menu screen and is choosing one of the options
available, the way the game gives feedback for this could be the button next to
it pulsates which is better that it just doing nothing, this way it has its own
animation. Another way for feedback to be given to the player could be when
actually playing it, an example could be when playing through the campaign,
when finding an objective other computer controlled characters would show the
player the direction in which they are supposed to be going to.
In the game there are a few ways it can trigger a psychological
response, one of those being when you unlock camouflages for your weapons, the
highest ranking one would be the gold camouflage, players see this as the best
you can get, it is seen as a prestigious status if a player has this camouflage,
other players seeing this might make them determined to get this for
themselves. Other ways could include the HUD (Heads up Display) this gives the
player feedback on their ammo count, score count, the time remaining, match
leader- board and a mini map. All of those aid the users playing the game and
is good feedback for the player’s along with how it shows the player has been
shot or injured by covering some of the screen with blood splatters as it has
done throughout the whole Call of Duty franchise.
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