Game Analysis Worksheet: Apex Legends



Game Play Analysis

Formal Elements
Name of the gameApex Legends
The platformXbox, PC, PS
Time played (should be at least 30 minutes)Over 10 hrs.
If you could work on this game (change it), what would you change and why?The matchmaking, skilled players are stomping public lobbies and also making low level fake accounts to do better against low level players.
How many players are supported?100
Does it need to be an exact number?No
How does this affect play?It makes the game quicker.
Some types of player frameworks:Single Player – like Solitare.Head-to-head – 1 vs. 1, Chess.PvE – Player vs. Environment, or multiple players vs. the game. Common in MMOs like World of Warcraft.One against Many – Single-player vs. multiple (obvy).Free-for-all – Every man for himself (1 vs. 1 vs. 1 vs. 1..). Most common for multiplayer games, from Monopoly to Modern Warfare.Individuals Against the System – Like Blackjack, where the Dealer is playing against multiple players, but those players have no effect on each other.Team Competition – Multiple vs. multiple, i.e. sports.Predator-prey – Players form a circle and everyone’s goal is to attack the player on their left and defend themselves from the player on their right.Five-pointed Star – Eliminate both players who are not on either side of you.Team Competition
What are the players trying to do?Eliminate all other players and be the last one standing.
Some common objectives include:Capture/Destroy – Eliminate all your opponents pieces (Chess).Territorial Acquisition – Control as much territory as you can, not necessarily harming other players (RISK).Collection – Collect a certain number of objects throughout the game (Pokemon).Solve – Solve a puzzle or crime (Clue).Chase/race/escape – Anything where you are running towards or away from something (playground game Tag).Spatial Alignment – Anything involving the positioning of elements (Tetris or Tic-Tac-Toe or that game at Cracker Barrel).Build – Advance your characters or build your resources to a certain point (The Sims).Negation of another goal – The game ends if you perform an act that is forbidden by the rules (Jenga or Twister).Battle royale
Rules/MechanicsYou pick up guns and shoot other players. There are armor, attatchments, characters with different abilities, crafting on a daily rotation, and vehicles.
There are three categories of (what the book Rules of Play calls) operational rules:Setup – the things you do at the beginning of a game.Progression of Play – what happens during the game.Resolution – How an outcome is determined based on the game state.First you loot up and try not to die but kill every one else that is not on your team. Then you get better gear and fight better players, so on and so fourth.
What controls are used?depending on the platform controls may vary.
Was there a clear introductory tutorial?yes.
Were they easy to understand or did you find yourself spamming the controller?It was very easy to understand and I got the hang of things easily.
Resources & Resource ManagementNOTES
What kinds of resources do players control?Crafting materials.
How are they maintained during play?they can craft loot that is available at crafting stations that have set loot that has daily rotations.
What is their role?To be a currency for crafting loot.
A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW. Other examples are:Territory in RISK The number of questions remaining in 20 Questions Objects picked up during videogames (guns, health packs, etc.)Time (game time, real-time, or both)Known information (like suspects in Clue)Objects picked up during video games.
Game StateNOTES
How much information in the game state is visible to the player?Health, shields, character, crafting mats., minimap, distance from the circle, kills, ability icons, ammo/gun info.
A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:Total Information – Nothing is hidden, like Chess.Info per player – Your hand of cards is only visible to you.One player has privileged info – Like a Dungeon Master.The game hides info from all players – Like Clue, where no one knows the victory condition.Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information.Info per player.
In what order do players take their actions?First they land, then they loot, then they survive. Repeat the last step until victory.
How does play flow from one action to another?Players go from one stage to another by surviving and getting better loot.
Some structures include:Turn-based – Standard board game technique.Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).Real-time – Actions happen as fast as players can make them. Action-based video games.Turn-based and time limits – You have this long to take your turn.Real-time.
Player InteractionPlayers can interact with other players, crafting stations, doors, loot, vehicles, and other extra systems.
Some examples:Direct Conflict – I attack you.Negotiation – If you support me here, I’ll help you there.Trading – I’ll give you this for that.Information Sharing – If you go there, I’m warning you, a trap will go off.Direct Conflict.
Theme & NarrativeNOTES
Does it have an actual story structure?Yes
Is it based on a historical event (or similar)?No
Does the theme or narrative help you know how to play?No
Does it have emotional impacts?No
Also, look for en media res (does it start in the middle of the game)?Yes
The Elements in MotionNOTES
How do the different elements interact?Makes the game better & fun.
What is the gameplay like?Intense
Is it effective?Definitely
Are there any points where the design choices break down?In bugs, yes.
Design CritiqueNOTES
Why did the designer make these particular choices?To show their way of doing things.
Why this set of resources?Because it is their style
What if they made different decisions?The game would be very different from what it is now.
Does the design break down at any point?Yes, in bugs that usually get fixed quickly.
Graphics & SoundNOTES
Does the game art pair well with the mechanics?Yes.
Did you find any bugs or glitches?Yes.
What about sound?It is great.
Can you spot any technical shortcuts?No, not really.
Various Stages of the GameNOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:
What challenges do you face, and how do you overcome them?RNG, Outplaying.
Is the game fair?Sometimes.
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?Yes,
What is the intended audience?Teens/Adults.
What is the core, the one thing you do over and over, and is it fun?Fight, and yes.

This analysis form was adapted from



Mr. Le Duc’s Game Analysis Resources

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