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  • Writer's pictureCade.M

Models of Player Interaction Patterns (PIP)

Updated: Sep 6, 2019

Interaction is presentated and done in many ways. You can interact with NPCs, you can use your items, you can move items or a moveable terrain, run, jump or fly. You press start, play the game, if you lose, you try again. With that out of the way, I will be going over 4 games with different interaction patterns. The Fallout games are western RPGs in which they are heavily text based (especially the older games like 1 and 2) where you influence characters with you decisions, perks and skill sets. You create your character, customise your skills and stats.

Fighting games such as BlazBlue, Tekken are where you fight against other players and CPUs as fighters, selecting characters, choosing color palettes or outfits for your the characters featured in their perspective game. You produce combos and special moves. Oftenly, special moves fill up the gauge of the character.



Metroid is a Metroidvania series where you explore new places, find new items and power ups, defeat bosses by progressing to new areas. They're non linear therefore, you have to look and explore for yourself. Majority of the time, you'd be having to look at the map. I can assure you, you'd be trying to go back to the same areas by trying to find a bonus item or finding a way in to the next area. Fun fact: Metroid and Castlevania both created the genre known as 'Metroidvania'.



The Mainline Mega Man and Mega Man X games have a very simple structure. You get 8 stages. Each stage represents as a boss. When you've beaten the boss itself you'll obtain a skill that Mega Man can use. Once all of those have all been accomplished you proceed to the final boss stage. In the mainlines games it's Dr. Wily's stages. You shoot and slash your enemies, obtain items, use a variation of powers that Mega Man's obtained through out each level. There's also no order of stages so you can play any of them at your own will.



And that all concludes for this blog!


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