DATABASE BLOG PROJECT

Semester Assignment
San Jose State University (SJSU)
LIBR 265(10) Wrenn-Estes /
Fall Semester / December 14th, 2011
Bret Fearrien

Concept -- An Artistic Space for Careful Examination of YA Books and Resources --

Site Equation = [Canvass + Neoteric + Codex] = [Discussion + Modern + Books]

Mantra ="Hark! The Herald Archives Sing! Glory to Some Bounded Bling!"


Personal Likeability Ratings:
McAwesome = Excellent
Above Board = Good
So/So = Fair
Weak Sauce = Poor

Showing posts with label Nintendo. Show all posts
Showing posts with label Nintendo. Show all posts

Wednesday, November 23, 2011

(#8) / MLB 2K10 / by Nintendo / (Video Game)


Opening

Bibliographic Information:
MLB 2K10 / by Nintendo
ASIN: B002VB0XCQ / OCLC Number: 732328103
Format: Nintendo Wii
Release date: 2010 / $17.15 (Amazon)

Body of Content

Summary: This baseball game contains all the expectations of a baseball video game.  The gamer primarily plays as the batter (when on offense) and the pitcher (when on defense) – controlling base runners and fielders when appropriate.  From the dugout, the gamer also controls lineup and bullpen decisions.  Gamers can play as any official Major League Baseball team, within any stadium, and have access to all professional ballplayers – though the extent of minor league players is limited.  Franchise and season modes represent the core of the game; but gamers can also play a homerun derby or tournament mode.  The game includes announcers – and a decent amount of interesting camera angles when showing replays.  There are four levels of difficulty – the harder levels, in particular, make it difficult to outpitch and outsmart the computer opponents.  Given that the game is a Wii game, the Wii controller is part of the gameplay.  Swinging and moving it, the gamer uses it for batting swings and pitching throws (though not for defensive throws).     

Critique: Personally, the most enjoyable portion of the game is the drafting process – when starting a franchise mode.  A team starts with an empty bench – and over 30 rounds – the gamer drafts his team – one player at a time.  Because this is a franchise mode selection, the players (if you decide to re-sign them when their contracts expire) have the possibility of staying on your team for the entirety of their careers.  Particularly for the first five rounds, a gamer’s decisions form the core of their team for the next 10 seasons of baseball.  

Personally, I know that there is a dirge of talent (historically) at four key positions – in the order of hardest to secure offense-minded players – shortstop, second base, catcher, and centerfield.  Personally, I have performed these types of drafts a few times – and I try to vie for these positions – finding players who are younger.  In one draft, I selected Chase Utley (2B), Jose Reyes (SS), Brian McCann (C), and Mark Reynolds (3B) with my first four picks.  In another draft, with several players not available at my spot(s) in the draft, I drafted Troy Tulowitski (SS), Kevin Youkilis (3B), (Victor Martinez (C), and Dan Uggla (2B). 

Given the free-agent market at the conclusion of each season, over the next three to five seasons, I proceeded, then, to sign better outfielders and starting pitchers – to make my team more competitive.  In summary, if a gamer knows the players in the draft, and knows the depth of each position, and what trends occur over seasons regarding the availability of players, then the gamer should have the capacity for a success draft.

One of the shortcuts – which is not necessarily a cheat code – but still feels like one – is when the gamer knows this bit of information: the team salary is determined by the total salary of all players.  So, if you draft high salary contracts in the franchise mode, then your team salary after season one treats that amount as the budgeted amount available for each successive season.  Thus, if a gamer drafts expensive players in rounds 20-30 – to fill out their roster – with the intent of waiving them after one season – then the gamer has secured a large amount of money to sign pricey (and competent) players in the free-agent market.  For that reason, I drafted players at the end of their careers in the last couple of rounds – players like Jason Giambi (1B) and Bobby Crosby (SS) – who fetch millions of dollars.  At the conclusion of the season, when their contracts expired, I used the free money to pursue better players like Albert Pujois (1B).  

Teaser: You’ve started a franchise mode game – and with the first overall fantasy draft pick – which player will you select?  

Information about the Author: (See entry #7 – for information regarding Nintendo)

Supplemental Material

Genre: Sports / Baseball / Multiplayer   

Curriculum Ties: Mathematics – statistical analysis, sabermetrics, percentages

Booktalking Ideas: 1) You’re an AL team who made it to the World Series – but which of your star players do you bench without the DH rule when you play in a NL park? 2) It’s only a video game, but if sabermetrics tells us that a 70% success rate is needed for a positive impact – would you still attempt to steal bases often?

Reading Level: Sports games in general have a wide demographic – though mostly among males.  This game is easily playable for grade 5 and up.  With so few baseball games to select from – particularly on the Wii console – high school boys would still turn to such a title.  Interest level for this game could easily fall between ages 10-30.

Challenge Issues and Defense: With the E-rating, it would prove difficult to challenge.  The players do not even chew tobacco in this game.

Personal Reasons for Inclusion: I played Little League once upon a time – and I am avid fan of a more hardcore, analytic simulation game called Nostalgia Baseball.

Last Thoughts

References: n/a

Listening to (Music):
Artist – Skillet / Album – “Comatose”  

(#7) / Mario Kart Wii / by Nintendo / (Video Game)


Opening

Bibliographic Information:
Mario Kart Wii / by Nintendo
ASIN: B0029OUYKG / OCLC Number: 228108153
Format: Nintendo Wii  
Release date: 2008 / $43.99 (Amazon)

Body of Content

Summary: The video game Mario Kart Wii takes gamers on a racing adventure – with the ability to select from 32 unique courses.  While classic modes like Battle and Time Trial are available, the chief mode within the game is the “Grand Prix” option, where a player races against 11 other computer opponents through a series of four progressively harder road courses.  The number of characters is expanded, as more characters from Nintendo’s classic Mario Brothers series are possible driver choices by gamers.  The road courses are not, in themselves, completely new – but borrow heavily from other incarnations of the popular game series.  Four different race cups are playable – with the gamer needing to complete each cup before the game allows access to the harder series of cups.  Further, each cup series contains four difficulty settings.  The game is controllable through the Wii Wheel or Nunchuk – though classic, non-motion controller abilities are still available (Wikipedia, 2011).        

Critique: The game is a welcome addition to the Wii console, and admittedly, one of the better games for the platform.  I believe, though, that weapons are a little too important to game theory within the racing venture.  Earlier versions of the game – on the Super Nintendo and GameCube – do not have as many weapons at a player’s disposal – or as many opportunities to use them.  In those earlier versions, more game theory centered on the racing aspects of the game.

In my opinion, in an attempt to lower the entry level into the game, weapons determine more of a race’s outcome.  Many of the weapons remain the same – from turtle shells to mushroom speed boosts – from a star’s demolishing power to a lightning bolt shrinking one’s foes.  But the game designers added weapons such as giant mushroom, storm clouds, and POW blocks – all of which are more influential than run-of-the-mill banana peels.

Such additions are not necessarily a design flaw – as any game desires to improve and expand upon previous versions.  Still, the focus is away from racing and track times – and more about creative ways to cause an opponent to crash.  The game is still enjoyable – but the feel is slightly different – as weapons have a larger say in the outcome of each race.

Teaser: Twelve players in a race to the finish – with a few raceway turns and trick weapons along the way!  

Information about the Author: Nintendo started its operations back in the 1980s.  Over the last three decades, they have launched numerous consoles and hundreds upon hundreds of games.  Their latest console system is the Nintendo Wii.  Although the game selection trends more to younger audiences, teens still hold nostalgic ties to their childhood days filled with Nintendo’s star franchises like Zelda and Mario.

Supplemental Material

Genre: Racing / Multiplayer

Curriculum Ties: Recess / Celebration after Finals

Booktalking Ideas: 1) Can you pass all the race levels? 2) Can you find all the secret shortcuts?

Reading Level: The game has a broad demographic reach – rated E for Everyone – going as young as children – to as old as persons in the twenties.  The race and battle modes make this an easy party game with friends.

Challenge Issues and Defense: Given the family-friendly E-Rating, this video game should not invite any challenges – well, not unless a parent believes the Italian plumbers were treated stereotypically.

Personal Reasons for Inclusion: Back in high school, I played the Super Nintendo version of this game quite often on the weekends.  

Last Thoughts

References:
Wikipedia. (2011). Mario Kart Wii [Webpage]. Retrieved from http://en.wikipedia.org/wiki/
Mario_Kart_Wii

Listening to (Music):
Artist – Hans Zimmer / Album – “Soundtrack from ‘Inception’”