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Critical Evaluation of Clash of Clans

Describe about the Critical Evaluation of Clash of Clans.

Critical evaluation of games is not just the review of games but it encompasses the critical evaluation of usability, playability, design and mechanics involved within the game (Alsén et al. 2016). One game designer always evaluate the games with the help of various critical theories and facts that are used for developing the game as well as making the game usable and playable to its users.

In contrast to these above elaborated facts, this essay is encompassing the critical evaluation of Clash of Clans game with respect to various game theories that are helpful in developing mobile games for users (Cheung, Zimmermann and Nagappan 2014). Therefore, this essay comprises of various methods and functional description about the Clash of Clan Game development. This is one of the most popular games in the contemporary times.

Critical evaluation of mobile games is not about counting the number of stars that or high ranking that the game is getting from its users. The critical evaluation of mobile is all about if this game is perfect in achieving effective responses from people or it is providing “Fun” like feelings to their users (Chiong and Chen 2016). In addition to this, the critical evaluation of mobile games is also not the negative aspects involved in the game it is all about the decision making which part or designing standards of the game can be improvised with the help of game theories that are used and developed for making the game compatible with user preferences. There are various processes that help in evaluating the games. In contrast with this fact, critical evaluations with the help of game theories are chosen in order to evaluate the compatibility of Clash of Clans.

Definition of Game Theory   

Game theories are defined as the process and methods that are used for evaluating the effectiveness of the game design, usability and playability to the users (Davidovici-Nora 2014). Game theory is the study of mathematical models involved in conflicts and cooperation among the intelligence decision makers. Game theories are used in various sectors such as political science, psychology and economics (Jia, Kenney and Seppälä 2017). In contrast with these facts, this essay is evaluating the Clash of Clans games with the help of game theories related to usability, playability, design and mechanics of the game development.

Evaluation of Clash of Clans by game theory related to Game mechanics

Definition of Game Theory

Game mechanics is nothing but the involvement of the artificial intelligence within the system architecture of the game development standards. In addition to this, Clash of Clans is one of the most popular games among users. There is significant artificial intelligence programs are involved behind the game development standards of Clash of Clans (Kimppa, Heimo and Harviainen 2016). There are mainly three artificial intelligence tools used for managing attacks within clash of clans, such as troops without focus, troops that focusing on particular structures, Gaining of control over particular troop. These strategic artificial intelligence programs are build and developed within the system architecture of Clash of Clans according to the proceedings of the users. every players set their own moves for attacking clans and these artificial intelligence standards are helpful to them to make their attacks successful (Kokkonen 2014). Therefore, the concept of game mechanics is competitively incorporated into the development process of Clash of Clans that supports the user moves during the attacks within the third party clans.

Evaluation of Clash of Clans by game theory related to game usability

According to (), Game usability is generally divided into three segments that must be checked when the game designer is evaluating his game with respect to other games within competitive marketplace of game developer (Kolivand et al. 2014). These factors are game interfaces, game mechanics and gameplay. Among all of these concepts used for testing the usability of clash of clans gameplay is considered as the most effective one.

In accordance with the game theory used with respect to game usability founds that clash of clans is using real time application program interface that helps to find key IP addresses that the user needs during the play (Kuusisto 2014). When the user is creating a key they need to specify the IP addresses that are specifying the end points of users. In accordance with the finding related to API of clash of clans, the users must keep their keys private in order to avoid exceeding rate limits.

In contrast with the facts related to the game mechanics, clash of clans uses various artificial tools for managing user moves during the gameplay (Chiong and Chen 2016). This aspect makes the users feel that game program is guessing their next moves for improving their strategic steps. In addition to this, games mechanics is one part of the game theories that helps to develop the system architecture as well as the interface in accordance with the user choices and priorities (Lehtonen and Harviainen 2016). Artificial intelligence tools and programs help the user in selecting their target or structures involved during the attacks and moves. Game mechanics is nothing but the involvement of tricks and development features that helps the user in playing the game in an interesting way.

Evaluation of Clash of Clans by Game Theory Related to Game Mechanics

Gameplay of Clash of Clans is nothing but the process that is used for playing the game. The first stage for playing the game is to identify which resource have to be raid during the multiplier battle. The second stage of this game is to prepare the defense base with the help of bunch of walls (Mohd, Ahmad and Suhaimi 2015). Third stage involved in the gameplay is the farming solution for the low level. Fourth level is to keep the trophies after the battles. Another stage of the gaemplay is to collect free elixirs.

Therefore, the game theories with respect to various usability concepts are used perfectly within Clash of Clans. Therefore, the evaluation shows positive results in case of clash of clans.

Evaluation of Clash of Clans by game theory related to Game design patterns

There are various game-designing patters used in mobile games that are supportive to gameplay of a particular game. With respect to critical evaluation of the game design most of the users are deciding to move on from this gameplay. There are various reasons that are pushing them to do so. These causes are used in evaluating the game designing of Clash of Clans.

Slippery slope: In the early stages of the gameplay the user needs 3000 gems to buy an additional builder. This is one of the hard gates designed at the early stages (Prasetya 2015). Users face difficulties for getting 3000 gems at the primary stages of the game. The users having less number of builders at the primary stage face problem during the clan building process. Therefore, this is one of the negative parts of game designing in Clash of Clans.

Cost of infrastructure: In contrast with this aspect, the concept of city building is not the concept of the game itself. Most of the users found the supplier of troop elements to be more beneficial rather than being the single player or attackers of clan as these were too expensive to be within the troops and clans with respect to demands of city (Tuomi 2015). If the users consider non-playing mode of another users then the clan owners can easily make them throw out of the clan and this was the most disgusting of all stages involved in clash of clan.

Calculated swansong: This is another negative factor involved within the design of clash of clan. In contrast with this fact, when the user change his clan and also play every day still they cannot make their resources protected and they feel like they are stuck into the gameplay (Ulger 2015). This aspect reduces their motivation to play the game again.  

Evaluation of Clash of Clans by Game Theory Related to Game Usability

Therefore, from the above description it is found that designing standards used for clash of clan is not effective enough for making their users satisfied with respect to other competitive games in the market.

Evaluation of Clash of Clans by game theory related to playability and heuristics

From the point of view of usability of clash of clans it is found that usability of the game is measured with the help of interface and gameplay. But in case of the playability, there are two facts that are important to be managed and considered for critically evaluating the game (Underwood 2014). These important aspects are Entity, scenario and hierarchy of goals used in the gameplay of Clash of Clans.

The entities involved into the system architecture of the clash of clans are considered as the troops involved during the play. In accordance with the critical evaluation of the game design involved in the Clash of Clans game it is clear that entities are helpful in solving and managing the effective troop building procedures (Alsén et al. 2016). In contrast with this fact, there are various functional, structural and social playability concerns that are managed with the help of these troops involved into the game.

In contrast with the functionalities of entities scenario also plays great roles within the system architecture of the game. Various clan building approaches and city formation processes are considered as the effective solution for managing the gameplay. In addition to this, playability is also dependent on the skills and troop managing strategies applied by the users of Clash of Clans (Cheung, Zimmermann and Nagappan 2014). Therefore, from the critical point of view of evaluation, it is found that hierarchies of goals are also plays important role in increasing the playability of Clash of Clans.

Therefore, this can be stated that users must be effective and efficient in managing the clans with the help of various strategic planning for making the gaming platform playable with respect to various games. This is another functionality that is highlighting the use of game theory in developing Clash of Clans to the users.

Game heuristics: This is another parameter that helps to measure the game design and patterns used for making the game usable and efficient from the point of view of users. This is one of the most popular methods of evaluating the usability of Clash of Clans (Davidovici-Nora 2014). This process does not takes the characteristics into the consideration but it deals with the effectiveness of game interface designing and other important designing standards involved in Clash of Clans.

Evaluation of Clash of Clans by Game Theory Related to Game Design Patterns

Recommendations

Usability of reserve troops: There are various users that cannot use reserve troops. If these can be made usable then it will be beneficial to the users.

Trophy usages: There are trophies in the game but these can only be used by the high level players. Therefore, there must be some trophies for low level players also.

Maintenance of resources: If the users delete the used troops then all the resources are also deleted. Therefore, there must be some methods that allow the users to keep their resources after deleting their troops.

Conclusion

This can be concluded that critical evaluations of the games are helpful in evaluating the designing patterns of games as well as the standards and processes that are used for developing the game with respect to user choices. There are various factors that are important for making the game critically evaluated with respect to game theories. In contrast with these facts, this essay is encompassing various perspectives of game theories that are helpful in evaluating the game development principles as well as game designing patterns and usability. This essay has given a clear and concise view of critical game evaluation. Clash of Clans is considered in this essay for critical evaluation of game design and other important perspectives of game development.  In addition to this, not only the game design but also various usability, playability heuristics are critically analyzed in this essay with respect to various considered mechanism for clash of clans. This essay is elaborating deliberate descriptions for making the game clash of clan evaluated critically. 

References

Alsén, A., Runge, J., Drachen, A. and Klapper, D., 2016. Play With Me? Understanding and Measuring the Social Aspect of Casual Gaming. arXiv preprint arXiv:1612.02172.

Cheung, G.K., Zimmermann, T. and Nagappan, N., 2014, October. The first hour experience: how the initial play can engage (or lose) new players. In Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play (pp. 57-66). ACM.

CHIONG, K.X. and CHEN, R.Y., 2016. AN EMPIRICAL MODEL OF MOBILE ADVERTISING PLATFORMS.

Davidovici-Nora, M., 2014. Paid and free digital business models innovations in the video game industry.

Jia, K., Kenney, M. and Seppälä, T., 2017. Supercell Joins a Mobile Internet Giant: Fitting into Tencent’s Overall Business Strategy (No. 54). The Research Institute of the Finnish Economy.

Kimppa, K.K., Heimo, O.I. and Harviainen, J.T., 2016. First dose is always freemium. ACM SIGCAS Computers and Society, 45(3), pp.132-137.

Kokkonen, T., 2014. Microtransactions in an Android Game.

Kolivand, M., Kolivand, H., Sunar, M.S. and Moradi, M., Practical Implications and Applications of Mobile Games for Game Developers.

Kolivand, M., Kolivand, H., Sunar, M.S. and Moradi, M., Practical Implications and Applications of Mobile Games for Game Developers.

Kuusisto, M., 2014. Evaluating Free-to-play Monetization Mechanics in Mobile Games: Case: Improvement proposal to Supersonic-game.

Lehtonen, M.J. and Harviainen, J.T., 2016. Mobile games and player communities: Designing for and with clans. Design Management Review, 27(3), pp.20-26.

Mohd, S., Ahmad, N. and Suhaimi, N.A.S.M., TOURIST PARTICIPATION IN GEORGE TOWN CULTURAL HERITAGE SITES: PRELIMINARY FINDINGS.

PRASETYA, A., 2015. AN ANALYSIS OF THE JARGON USED BY COCUS CLAN IN CLASH OF CLANS GAME (Doctoral dissertation, University of Muhammadiyah Malang).

Rajanen, M. and Nissinen, J., 2015. A Survey of Game Usability Practices in Northern European Game Companies.

Tuomi, I., 2015. Epistemic Literacy or a Clash of Clans? A Capability?based View on the Future of Learning and Education. European Journal of Education, 50(1), pp.21-24.

Ülger, B., 2015. Online Games and the Spirit of Capitalism. Digital Transformations in Turkey: Current Perspectives in Communication Studies, p.46.

Underwood, J., 2014, August. Using iPads to help teens design their own activities. In CALL Design: Principles and Practice-Proceedings of the 2014 EUROCALL Conference, Groningen, The Netherlands (pp. 385-390). Research-publishing. net.

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