I Love Dragon Quest game + game mechanics analysis
This game is really hilarious.
The premise is that there is this guy who wants to set a record for the longest ever Dragon Quest play and you are supposed to irritate the hell outta him so that he will stop play.
Takes a while to load though... but its worth it =P
I never could get him more than mildly irritated tho but it was fun. Clicking on the same things when you replay can yield different results. And its funny how he has this hot ang mo girlfriend. Haha.
[Edited: I got him to rampage in his green hat! Hurrah! but that's not the most yet...]
[Edited again: Yatta! I got him to give up! (Winning combi: Call his mum, make him dance, pull him off to bed) I think the rampaging in green hat ending was funnier tho =P]
[Geek part: I think I've figured out some of the mechanics of the game. Each action is given a certain number of points. You get assigned either the failure, green hat rampage or win ending depending on the number of points you accumulate throughout the three stages.
Now while the actions seem random, they aren't really. You see since the game was made in Flash, there are 2 ways to "randomize" the actions. One way is by using a random number and the second is to use keyframes to determine which action to use depending on the timing of the click. It turns out the makers used the easier keyframe method.
This hypothesis can be tested by using the appearance of the star as a time reference. If you click on a spot whenever the star appears, the same action will always occur. Eg: Clicking on the phone in Stage 1 when the star appears will ALWAYS make his mother call. Clicking on the action figures in Stage 3 when the star appears will ALWAYS make him so angry that he will stomp on his action figures...
Hence, we can use this timing method to predict what actions will occur depending on when we click the spots. In conclusion, if I were to do a similar game, I would use the random number method instead, since the effects would be less predictable. In addition, I would only assign one sequence of actions as the winning condition. This would make the game much more challenging but this method would make it a more viable situation to offer the winner of the game a prize.]
The premise is that there is this guy who wants to set a record for the longest ever Dragon Quest play and you are supposed to irritate the hell outta him so that he will stop play.
Takes a while to load though... but its worth it =P
I never could get him more than mildly irritated tho but it was fun. Clicking on the same things when you replay can yield different results. And its funny how he has this hot ang mo girlfriend. Haha.
[Edited: I got him to rampage in his green hat! Hurrah! but that's not the most yet...]
[Edited again: Yatta! I got him to give up! (Winning combi: Call his mum, make him dance, pull him off to bed) I think the rampaging in green hat ending was funnier tho =P]
[Geek part: I think I've figured out some of the mechanics of the game. Each action is given a certain number of points. You get assigned either the failure, green hat rampage or win ending depending on the number of points you accumulate throughout the three stages.
Now while the actions seem random, they aren't really. You see since the game was made in Flash, there are 2 ways to "randomize" the actions. One way is by using a random number and the second is to use keyframes to determine which action to use depending on the timing of the click. It turns out the makers used the easier keyframe method.
This hypothesis can be tested by using the appearance of the star as a time reference. If you click on a spot whenever the star appears, the same action will always occur. Eg: Clicking on the phone in Stage 1 when the star appears will ALWAYS make his mother call. Clicking on the action figures in Stage 3 when the star appears will ALWAYS make him so angry that he will stomp on his action figures...
Hence, we can use this timing method to predict what actions will occur depending on when we click the spots. In conclusion, if I were to do a similar game, I would use the random number method instead, since the effects would be less predictable. In addition, I would only assign one sequence of actions as the winning condition. This would make the game much more challenging but this method would make it a more viable situation to offer the winner of the game a prize.]


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