Review 2

Zack Rush

Web Design

            The single page website that I chose is pasteapp.io. This website is about a new application for Mac, iPhone, and iPad that saves anything that you copy. Say you copy something from a website, and then you must use it again at a different time, it is already saved on the app so you have access to it. Let’s look at the design of the website to see if it has visual appeal and to see if it is easy to navigate. The color of the website has a simple layout of a white background. I like that the text clearly contrasts the color of the background. The important headings are bold, and the subtext is just black. There are hints of color with the use of images and gradients that the website uses. The site does a good job of not blinding you with color and makes it flow very well. Regarding the use of texture on the site; there isn’t much to see. The part that has a visual texture is where the section “Designed for Productivity” appears. That section has a gradient that goes underneath the text. It gives a little bit of texture for the site, but nothing significant. Regarding the flow, the website navigates from top to bottom. It is divided into sections that are really big. Whenever you scroll down, there are sections of text that explain the product. I feel like it can get a little confusing whenever you look through the site because there is not a lot of organization. You can understand the content, but I feel like I was scrolling up and down through the website trying to find what I wanted to learn about. It was a lot of back and forth, with scrolling up and down and everything seemed to start blending together. I could tell that information was sectioned off, but it took a moment. I wasn’t exactly sure at first glance. I feel like there could have been a different color than black for the topics and then it might have been better to navigate. The website pasteapp.io wasn’t poor, but it needs improvements, in my opinion.

Game Ideas based on Collecting

Spelunker – a game where players discover and explore cave systems that can hold treasures like weapons of value and money

Campus Trades – A game where players begin with a single item of little to no value and try to trade up to any piece of RMU apparel

We Brawl – A game in which players randomly choose items of value at random, and fight each other to gain more loot or maintain their current loot

Civil War Explorer – A game in which players explore Civil War battlefields with a metal detector and see what they can find

One Plague Doctor – A game where players search for the single antidote that can cure anyone of any illness

Luck of the Flip Ruleset

Luck of the Flip

Description: Luck of the Flip is a game in which players must utilize their luckiness or unluckiness in order to progress through the game board or set back other players from moving forward.

Setting Up: Players need to lay out the game board and place the card piles onto the correct places. Players will also need a coin, any kind works. Players must also choose between Heads and Tails on which side will move the player 1 space or 2 spaces.

Starting the Game: Players place all their pieces in the Start. The youngest player goes first.

How to Take a Turn:

  • Players will flip the coin. They will move 1 or 2 spaces depending on what side the coin lands on, players determine which side moves how many.
  • Good Luck Spots: Players will draw a Good Luck Card.
  • Bad Luck Spots: Players will draw a Bad Luck Card.
  • Fast Travel (Smiley Face): Players will fast travel forward to where the arrow points.
  • Fast Travel (Frowny Face): Players will fast travel backwards to where the arrow points.
  • Flip Again!: Players will flip the coin again and move again.
  • Flip Again, But Move Back: Players will flip the coin again and move back that many spaces.
  • Free Space: Nothing! Take a rest.
  • Move Back 1: Players will move back 1 space.

Rock, Paper, Scissors, Misery: Whenever a player lands on Rock, Paper, Scissors, Misery, they will pick another player to play a best-of-3 rock, paper scissors game. The winner will move forward 3 spaces and the loser will move back 3 spaces.

Good Luck and Bad Luck Cards: Throughout the game players will draw Good Luck and Bad Luck cards.

  • Players will draw these cards when landing on the corresponding spaces.
  • If the ability of the card can be played at the moment of drawing, then the ability must be used. If not then the player can hold onto the card and use the card whenever they see fit on their own turn.
  • If a ‘Move Back’ Bad Luck Card is drawn and you cannot move back that many spaces, move back as many spaces as you can.
  • Anytime a card is used, add the card to the discard pile. Create a discard pile if not already made.

Winning the Game: The player that reaches the End before any other player wins the game!

RUSH 4 AMBASSADOR (– Banner structured by the runner)

1.         THE OBJECTIVE OF THE GAME (CAMPUS IDEA):

Creating the poster by collecting design elements like alphabets and graphics to sculpt the poster

2.         Materials Needs and DEFINITIONS (Possible Gameplay Items):

Required Ad Descriptions & Characteristics (for Structured Elements for Each Banner/Poster):  radio podcast, fun festival, cheerful concert, charity event (walk, run, celebrate for a great cause).

Alphabets & Graphics (including needed elements for ad and possible resistant circumstances): A-Z letters (a to z), icons (optional vocabulary), and possible incidents (left-right fan crowds, rainfalls, furious wind) in the sculpted white circles.

Square Blocks: 7oranges for energy (whether being blown by weather or completely blank paper by series of crowds Interruptions), 7 light greens for layers of protection, and 7 blues for chances (after the first round of energy or runout of protections, you have 6 chances). Hint: Gaining each energy back (from missed) if you collect each icon or completely formed word as instructed by Required Ad Descriptions & Characteristics. Remember: The blue blocks will be taken out by protection and energy each time you want to refuel your energy and refill the shield (layers of protection).

3.         Setup:

The player(s) will have a card(s) to instruct which items (letters and signs) they need to be collected for successful fulfillment in terms of contents in an ad (as shown in Required Ad Descriptions & Characteristics) and use protections to deal with the weather.

4.         SUCCESSFUL ACCOMPLISHMENTS:

When the single player gets all the items to match the directions or multiplayer who gets the most items in percentage (%) from Required Ad Descriptions & Characteristics?

Granny Squares Rules

Setup

Take out the game board and place it on the table. Shuffle the CHANCE cards and place in the middle of the board. Players choose a grandmother character card, and place the corresponding piece on the start square. Each grandmother has an effect listed on her card. Marsha’s effect happens at the beginning of the game. Everyone else’s effects will happen as they become relevant (the specific card is drawn). The oldest player goes first.

Objective

The goal of this game is to beat the other grandmothers and collect the most yarn before the sale at the craft store closes.

Actions Players Take

At the start of their turn, the player will roll a die and move that number of spaces. Spaces include yarn, chance, and blank spaces. If players land on a yarn space, they get a skein of yarn. If players land on a chance space, they pick up a chance card and do what it says. If the player lands on a blank space, they do nothing.

Chance Cards

+/- yarn cards: the yarn comes from and goes back to the craft store, unless otherwise noted

Grandkids: each grandmother has one visit from their grandkids. Whoever’s grandkids are visiting, they get +1 yarn. If you pull a grandkids card that does not have your grandmother name on it, you must give one yarn from your stash to that grandmother. If no one is playing that grandmother, you do not have to do anything.

Neighborhood Swap: you get a lovely pot roast (this does not affect the game, but it’s tasty) and you choose one of the other grandmothers to get 1 yarn

Canasta/Bingo: The grandmothers listed on that card receive 1 yarn. If you are not a grandmother listed on that card, you do not get any yarn

Estate Sale: Give 1 yarn to every other player from your own stash. If you do not have enough yarn for the amount of people playing, give 1 yarn to each person starting on your left and going clockwise until you run out of yarn.

Retirement: Receive 1 yarn from every other player. If a player does not have any yarn, then you do not get yarn from them (pretty simple)

Ending the Game

The craft store will kick you out when you have gone around the board 3 times. When you have gone around 3 times, you are done and must remove your piece from the board. Once you are off the board, your stash of yarn remains constant, and is not affected by any of the chance cards.

The grandmother with the most yarn in her stash wins.

Granny Squares Rules v.2

Setup

Take out the game board and place it on the table. Shuffle the CHANCE cards and place in the middle of the board. Players choose a grandmother character card and place the corresponding piece on the start square. Everyone starts with 3 yarn.

Each grandmother has an effect listed on her card. Marsha’s effect happens at the beginning of the game. Everyone else’s effects will happen as they become relevant (the specific card is drawn). Each time you go around the board, you will get one round token. The oldest player goes first.

Objective

The goal of this game is to beat the other grandmothers and collect the most yarn before the sale at the craft store closes.

Actions Players Take

At the start of their turn, the player will roll a die and move that number of spaces.

Spaces

Start: Where players start. Collect 1 yarn each time you go around the board and pass or land on this space. Do not collect yarn at the start of the game.

Chance: pull a chance card

+ Yarn: If you land on a colored yarn space that matches your grandmother color, you get +2 yarn. Otherwise, you get +1 yarn.

– Yarn: Lose 1 yarn. It goes back to the craft store.

Mobility Aids: Advance forward 2 spaces to Chance and pull a chance card.

Advance to Start: Move your character piece to the start space. Collect 1 yarn and 1 round token.

Blank: nothing happens on these spaces.

Chance Cards

+/- Yarn: the yarn comes from and goes back to the craft store, unless otherwise noted

Grandkids: each grandmother has one visit from their grandkids. Whoever’s grandkids are visiting, they get +1 yarn. If you pull a grandkids card that does not have your grandmother name on it, you must give one yarn from your stash to that grandmother. If no one is playing that grandmother, you do not have to do anything.

Neighborhood Swap: you get a lovely pot roast (this does not affect the game, but it’s tasty) and you give 1 yarn to the first member of the opposite granny gang sitting to your left. Dawn does not lose any yarn, but she can still gain yarn.

Canasta/Bingo: The grandmothers listed on that card receive 1 yarn. If you are not a grandmother listed on that card, you do not get any yarn

Bingo Hall Brawl: Each member of the Canasta Cadre must give 1 yarn to a member of the Bingo Brigade. Carol gives to Marsha, Ethyl gives to Heidi, Rosemary gives to Dawn. If a granny is not in play, disregard this card.

Canasta Combat: Each member of the Bingo Brigade must give 1 yarn to a member of the Canasta Cadre. Marsha gives to Carol, Heidi gives to Ethyl, Dawn gives to Rosemary. If a granny is not in play, disregard this card.

Steal: Take 1 yarn from a member of the opposite granny gang

Estate Sale: Give 1 yarn to every other player from your own stash. If you do not have enough yarn for the amount of people playing, give 1 yarn to each person starting on your left and going clockwise until you run out of yarn.

Retirement: Receive 1 yarn from every other player. If a player does not have any yarn, then you do not get yarn from them (pretty simple)

Ending the Game

The craft store will kick everyone out as soon as one person has gone around the board 3 times or collected 3 round tokens. The person who does this will earn 1 yarn for each member of her granny gang.

The grandmother with the most yarn in her stash wins.

Game Reviews (Tester) for Peers’ Playable Prototypes (by Benjamin Zou)

Rule Set 2

The challenging part of the game: Trying to figure out how this game work due to the complex values that could mean so much for players in terms of the winning process and distance

The Surprising Moment of the gameplay: The value each player draw could be everything out of their control; the most unexpected outcome is I accidentally won by just picking out the ace card (only if I get a value of 50). This game also has the function of switching turns and picking out a queen/king.

Rule Modifications for the game (recommendations for switching, adding, and/or removing): Maybe start with three cards so that players feel more challenged.

Impression of the Game: It is a magical play about the exchange of values

Replaying Willingnesses (Enjoyments of the Game): I enjoy despite the complex formats of the rulesets since I learned a little bit about the game’s objective: how each card’s values could enable one to go against others.

Disasters

The challenging part of the game: I cannot own items as full as I wish since I need to discard items once I draw a card that could exceed my current item cards.

The Surprising Moment of the gameplay: The adventurous gameplay involves the action of interacting with the next player to complete the goals, therefore each card is detectable to all players. In other words, this game is about getting things from the next players to create satisfying goals for each other — how greedy are our pursuits for possessions?

Rule Modifications for the game (recommendations for switching, adding, and/or removing): Creating more variety of disasters to elevate more obstacles for players to get through the path to their destination.

Impression of the Game: Will players have the right tools to deal with unexpected hazards?

Replaying Willingnesses (Enjoyments of the Game): The genre of this game is filled with narrative elements including items collections and unexpected harmful circumstances which encourage narrators like me to puzzle the sequences of the plot — it is definitively exciting for an adventurous personality like me.

Rules V2

The goal is to be the first person with a value of 50 in there hand.

Requires a standard deck of cards

Set up

  • Remove both jokers
  • Deal each player 3 cards
  • The tallest player goes first
  • Direction of play at the start is clockwise

Turn

  • Each turn a player will draw one card from the deck.
  • Players can get rid of cards by giving them to another player.
  • Each turn players can use one card from there hand to affect play

Used cards are returned to the bottom of the deck.

The first person with the value of 50 in there hand wins.

  • Aces have the value of 1 and are used to move all players hands one person to the right.
  • King/queens have the value of 12 and are used to reverse the turn order.
  • Jacks have the value of 11 and moves 5 cards from the players hand to the hand of a player of their choice.
  • 7’s allow the player to swap hands with one player of their choice.
  • All other numbered cards move that number of cards to the hand of the player on the right.

Kings/queens players took turns in a clockwise direction now go counterclockwise.

numbered cards move that number of cards one person to the right

aces all players mover there hands one person to the right

sevens swap hands with one player

Review 2

The site I chose to do is “Creative South ’23”. The thing that caught my eye was the colors of this page . They seem kinda retro and ultimately are eye-catching. The next thing I noticed was the title of the page says “Pure” and it has this ombre 3D text behind it. When you move your curser the 3D text behind it moves with the curser. I personally love this because it is fun to play with and creates a type of texture instead of being flat. The website has an easy straightforward function with scrolling and maneuvering through the site. When scrolling down the site shows the different artists and they are encased in different glasses. Hovering the cursor over the glasses they kind of tilt up to show you that you can click on that object. All in all, I feel that this site works really well, as well as standing out with its different little motions when going through the site. Another way this site adds character is how it uses color and it keeps the same color theme throughout the site.

Week 2 – Magic Circle and Pacing

The Magic Circle as we discussed in class is more of a frame of mind. It is not necessarily a physical space or circle, but it is the area in which the rules of the game apply.

Pacing is important in game design obviously, but specifically it plays a big role in how likeable the game itself is. If a game is too slow paced, it can bore people or disinterest them. If a game is too fast, the game has no real incentive to play and can be found pointless, not entertaining. There has to be a balance in the pacing to allow for some strategy but also some gratification that allows the users or players to feel like they’re winning in some sense or at least have the chance to win.

Week 1 Discussion – better late then never

The syllabus I am very familiar with for the most part. However, the one new thing that Ames has added this year is the different grading system. Although its kind of an experiment, I think it provides the student with this unspoken rule system of a game which is the whole point of the class. The game is how to get points towards your grade. You can take different routes to get the points, whether it be discussion posts, comments on others’ ideas, or even posting your own ideas periodically. This freedom has its pros and cons obviously, but I think it offers a unique experience as a student.

As far as good games, after thinking about the games I enjoy playing I have come to the conclusion that the games all have a couple things in common. They are all simple, easy to learn, use strategy, and gives everyone a fair chance to win. Examples of this are games like War, Uno, Five Crowns, Solitaire, or even a game we played recently called Carcossone (i think thats how you spell it).

Slasher Rules

Slasher is a card game where each player is thrown into the role of a horror film protagonist with multiple killers coming after them. Players are dealt a hand of cards that will act as the key to their survival and help them attack the slashers. The goal of the game is to play until all the slashers have been killed and earn as many points as you can.  

Materials:

            – Slasher Cards (includes five different killers)

           –  Player Cards (include weapons, items, and scenarios)

            –  Dice

– Point Tokens 

                        – death (red), escape (white), and kill (blue)

Cards: 

Slasher Cards

Slashers:

Point Value:

Dice rolls

To kill Slasher:

To die:

Ghostface

Value = 1

9 or higher

6 or lower

Chucky

Value = 2

10 or higher

6 or lower

Michael

Value = 2

10 or higher

6 or lower

Jason

Value = 1

9 or higher

6 or lower

Freddy

Value = 3

11 or higher

7 or lower

To Escape:                                         Roll anything in between the two numbers above

  Weapon Cards

– Weapon cards are what allow the players to attack against the Slashers. 

                     Generic Weapons – A generic weapon card does not increase or decrease chances against killing a slasher, simply allows the players to attack. 

                             Handgun – Increases chances at killing Chucky

                            Knife – Increases chances at killing Ghostface

                            Claws – Increases chances at killing Freddy

                            Lighter – Increases chances at killing Michael

                            Axe – Increases chances at killing Jason 

Item Cards

– Item cards protect players from certain Slashers, and keep them alive even if they roll and dir during an attack

                                 Michael’s Jumpsuit – voids an attack card against Michael

                                 Freddy’s Hat – voids an attack card against Freddy

                                 Ghostface’s Phone – voids an attack card against Ghostface

                                 Chucky’s Overalls – voids an attack card against Chucky

                                 Jason’s Glove – voids an attack card against Jason

Scenario Cards:

– Scenario cards are what change/disruot the flow of the game

                       Individual Cards – Require Individual players to do what is said on card (Can be held in hand         unless they say to play immediately then they should be played first on a players next turn after drawing them.)

                       Group Cards – Require the group to do what is said on the card (Can be held in hand unless          they say to play immediately then they should be played first on a players next turn after drawing them.)

                       Attack cards – If an attack card is drawn, it requires a player to attack a slasher regardless of        weapon cards at the beginning of their turn.

Setup – 

 Each player is dealt 3 of the “player” cards, the remaining of which are sat face down in the middle of the table.

                 The Slasher Cards are sat in the middle of the table face down. 

                 The point tokens are set in the middle of the table, in three different piles (organized by color) 

To start the game, deal each player three player cards. Then pull the top slasher card and place it face up on the table. 

Now you are ready to play. 

The player to the left of the dealer starts. 

Each player should be starting with a hand of three “player cards.” Player cards consist of weapons, items, and scenarios that can help or hinder a player’s chance at killing the Slashers. 

A turn can consist of as many moves as a player wishes but ends when they draw a card from the remaining deck. (Unless players draw a “play immediately” card in which case, they will end their turn playing said card)

In a turn, players can…

A. play/equip a scenario card by placing it face up in front of them

B. Attempt to kill the slasher on the table by playing a weapon card and rolling dice. (The outcome of which depends on the listed numbers on the slasher cards)    

C – Do nothing and end their turn by drawing from the deck. 

Players will go clockwise around the group.  

If a player escapes a slasher, they are given a white token.

If a player kills a slasher, they are given a blue token. 

If a player fails to escape/kill a slasher, they “die” and receive a red token. 

If a player kills a slasher, they collect that card and the value of it will be added to their points. 

If a player draws a “Sequel” card then any slashers that they have killed, are placed back on the table (not in the deck) and players have to face against multiple slashers at once. 

If player cards run out, reshuffle the discarded cards, and place them back into the drawing deck. 

To determine who wins players must count up their points and the player with the highest score wins.

Scoring:

Red tokens = – 2

Blue tokens = 2

Yellow tokens =1

Slasher cards = their value (1,2, or 3) 

DISASTERS Game Progression – Week 6-7

I started creating the Disasters game based on a set of rules written for week 6’s class. Initially, the plan was to have players move around a world and use their items in imaginary environments, similar to Dungeons and Dragons. Managing the scope of the game was difficult as the game needed to maintain a story line and immerse the players while being simple enough to be created and played in class. Disasters went from a team-based collaborative game to a competitive game where players compete against each other to complete their objectives. Below are some images of the progression of the game so far.

DISASTERS – Ruleset as of 10/11/22

DISASTERS

SETUP ————————

DISASTERS is a card-matching game in which players compete to find loot to complete objectives! This game is ideal for 2-4 players and plays clockwise starting with the shortest person playing.

Place a  chosen DISASTER card in a visible location on the table. This is the disaster players are dealing with for the duration of the game.

Each player begins with 1 OBJECTIVE card and 1 ITEM card. Players are working to complete 2 OBJECTIVE cards throughout the duration of the game. Players can have a maximum of 4 ITEM cards in hand at any time.

ALL cards can be visible to other players

ITEM cards can be traded between players (“value” does not mean currency, it just gives players an idea of the rarity). Trades are entirely decided by the players. 

A 6-sided-die is rolled at the beginning of each player’s turn. If the die lands 1-4, an ITEM card can be drawn. If the die lands 5-6, discard 1 ITEM card. 

TURN RULES ————————

When it is your turn, you have the choice to do 1 of 3 things;  TRADE with another player, ROLL, or PLAY an ACTION card.

When a player decides to draw, they can choose to choose from the top of the (face up) discard pile or the (face down) ITEM card deck

OBJECTIVE CARDS ————————

OBJECTIVE cards are the cards that determine what the player’s current objective is.

OBJECTIVE cards can be discarded by any player at any time. However, when an OBJECTIVE card is discarded for a new one, the player must discard their entire hand and all ITEM cards on the table are shuffled back together, including the discard pile. This recycles used cards.

ITEM CARDS ————————

ITEM cards are drawn when a die is rolled 1-4 at the beginning of each player’s turn. 

Every player begins with 1 ITEM card dealt before the beginning of the game. ITEM cards can sometimes be harmful. For items like water and food, when “consumed” the card is placed on the discard pile.

When the players reach the end of the deck, reshuffle all ITEM cards except for ones currently in hand.

Some ITEM cards have instructions, others don’t.

ACTION CARDS ————————

ACTION cards are indicated with a    symbol, which means that they can be played and have an effect.

Some action cards must be played immediately upon drawing them. These cards are marked the same as regular ACTION cards, but with an added “*

DISASTER CARDS ————————

The disaster cards determine what disaster the players will be dealing with. Only 1 is drawn per game. 

(For the purpose of the playtest there is only 1)

OBJECTIVE CARDS ————————

Objective cards are the cards that determine what the player’s current objective is.

SICK CARDS ————————

A player receives a SICK card when they consume tainted water, food, medicine depending on their roll number.

When a player has a sick card in play, the player must roll once every other turn to determine SURVIVAL

If a 6 is rolled, the player dies(loses). There may be some items that can revive you!

Objectives can only be complete when players are HEALTHY.

WIN STATE ————————

The first player to complete 2 objectives in a game wins.

LOSE STATE ————————

Player is  not the first to complete 2 objectives.

Roley Poley Rule Set

Objective: earn the most points

Required Materials: Regular deck of playing cards (two decks if more than 3 players)

Setup: shuffled deck in middle of playing area

Turns: Players take turns rolling a dice. Whatever number they roll corresponds with how many cards they can draw. 

Points: Aces are worth 1 pt, 2=2pts, 3=3pts, etc. 

Winning/Losing: when the deck runs out, whoever has the most points wins.

Game Review: Escape From Tarkov

There will be a file attached here as soon as I can get it to upload to my Google drive…….

https://drive.google.com/file/d/1Cqn06gLa3M5ABrJXq3nrojqCdoNInyAm/view?usp=sharing (I realized the video was 2GB)

The following is the script that I wrote for this presentation. I hit most if not all of the points when filming the video, but in the event that a more in depth look at my thought process is desired, it is pasted below.

Escape From Tarkov, often abbreviated EFT for the purposes of simplicity, is a tactical First Person Shooter set in the fictional sealed off Russian city of Tarkov. It was created around 2014, though open alpha access was not available until 2016, by Nikita Buyanov and has seen semi consistent updates since. In the story, Tarkov was cut off from the rest of the world and largely left to fall into chaos after an event known as the Contract Wars. 

The Contract Wars can be blamed on a conglomeration of different companies called Terragroup that had its base in Tarkov. Terragroup was conducting illegal scientific experimentation and had largely mobilized its own military to enforce their will in the region. 

You Play as a member of one of the two private military factions who fought in the Contract Wars, trapped within the city after the United Nations set up a perimeter. These factions are:

USEC- United Security, is a private military company formed from the merger of two others and used as a corporate military force by Terragroup. 

USECs were deployed to protect sensitive information regarding Terragroup’s illegal operations in the region, as well as establish Terragroup as the De Facto ruling faction of the city, all without raising the alarm. 

BEAR- Battle Encounter Assault Regiment, is a private military company established in secrecy by the Russian government to find evidence of Terragroup’s illegal activity. 

BEARs were deployed directly into Tarkov and the surrounding region to assault Terragroup’s USEC forces and retrieve any and all digital, physical, or other forms of data pertaining to their activities. Unfortunately, the assault was not as successful as hoped, and the two factions began effectively a state-corporate war in the Tarkov region. 

Because of the rapidly increasing level of violence and the steadily increasing geographical scope of the conflict, the United Nations deployed a peacekeeping force to Evacuate the city of civilians and seal it off from the remainder of the world. During this operation, UN peacekeeping forces assisted by the Russian Federation Govt. quickly swept the city and managed to create an impenetrable blockade around it, all while also eliminating a large part of the remaining warring factions and evacuating a large number of civilians. 

This is where you enter the story. Whichever faction you chose, you are one of the lucky ones, or so they tell you, who didn’t fall when the UN had their way with the streets. You have your issued gear, and have established a small hideaway on the outskirts of town after being separated from your friends. 

Your goal is now simply to escape the city of Tarkov, but it is a hostile place, and you are not the only one lurking between empty rusting cars. Scavengers, or Scavs, largely comprised of the homeless population, those who stayed to defend their homes, criminals, or those who simply wanted to watch chaos unfold, wander the streets. They are often drunk and are incredibly violent, having picked up scavenged weapons from the casualties left by the Contract Wars. 

Other PMCs remain alive as well, and these characters are the most dangerous of all, as they are also players that could have any motivation you could dream of to leave you alone or take what they think they deserve. To overcome these odds, you will have to work with what remains of civilization within the walls of Tarkov, and venture into the dark truths about Terragroup’s research. 

Gameplay:

There is one main facet of gameplay. A Raid. 

A raid is a time limited open world environment set somewhere in Tarkov. You succeed by passing successfully from the insertion point to the extraction point and doing whatever it is you wish to do along the way. If you run the clock down, Russian Regulars storm the map to quell th fighting, and your character goes missing in action. If you die in a raid, you are sent back to the main menu. The penalty for both of these outcomes is the loss of all the gear on your character’s person. Potentially Permanently, but we’ll get to that. Raid goals can vary depending on player level, faction, and location. A common goal may be to kill 4 Scavs or find three screwdrivers, which leads to one of the core tenets of EFT that makes it such a compelling game compared to many others out there. 

The mantra of EFT’s development has always been, “As realistic as playable.” Equipment has weight, your character has weight. You need to bring ammo. You need to bring food. You need medicine. Do you know where you are? Is your gun brand new or do you need to worry about a jam? What’s around that corner? WHO is around that corner? 

Each map in Tarkov is designed to instill these kinds of anxieties and practices into the players organically, as they learn over time, whether through success or failure, that there are certain things they need to do before they ever enter the Factory or the Woods maps. Inventory management is manual. You need to restock your ammo and fix your equipment between raids. Your character can get hurt, and if you don’t heal a broken leg, it’s liable to make you an easy target for a scav looking for a quick buck. Even so, if you don’t know your own way around, it may not matter if you aren’t hurt. 

This realism carries over to combat, to a large degree. Characters can lean, jump, sprint vary their stance height or crouch altogether, prone out, vary walking speed to sneak, and even blindly fire over cover and corners. The guns are all 3d quixel megascans of real firearms, and as a result can be modified piece by piece. Wearing a heavy plate vest may stop a round, but it will slow your character down depending on the weight. Bullets are bullets, not a hitscan check. The game actually fires a bullet from the barrel of the weapons with each click of the mouse, and trajectory as well as drop is calculated in real time not only based on distance but also weather conditions and wind of the current environment. On top of this, they have a set mass and ability to penetrate certain types of cover. Wooden doors and drywall are not a great bullet stop, as it turns out. This creates an incredibly dynamic and rich system of combat where no two encounters are ever the same. This is only compounded when it is additionally considered that Nikita and the other developers for EFT design goals and missions on each map, as well as the flow of the very map itself, to drive players into each other. 

Why fight? Remember how if you die, you get booted back to the menu? That gear remains in the live raid, on your character’s body. It can be taken from your corpse by any other player that happens to stumble upon it. Certain local gang leaders and traders offer insurance on your gear, but that only gets it back to you after a hefty wait and only if nobody took it. While in a raid, you can loot items in the environment as well, and these are often needed to help you to progress. With this, we have the stakes, and the driving force behind EFT. 

You can even play as a scav and show up to an in progress raid if you run out of gear in your hideout. Scavs spawn with a random loadout.