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Extra resources for Black Art of Java Game Programming
A large gem in the lower left of the UI glows to let you know how powerful of a strike you’re about to deliver. The eyes of the gargoyle at the top of the screen flash green, yellow, and red to let you know how healthy your opponent is with each strike. Rather than trying to minimize the visual appearance of these elements, the design actually highlights them. Current design trends would seem to indicate that obtrusive UI elements are undesirable, but these little visual touches actually serve to help unify the game mechanics with the visual style of the world.
In this way the game design enforces Gary’s advantage over Jimmy: he’s more clever. Although cruel, he makes witty jokes and uses words that Hopkins doesn’t follow. It’s an edge that’s established from the beginning and often pushed in various cutscenes. Gary never fails to insult Hopkins intelligence and thus the player’s inability to communicate as well as he does, a literal limitation of the game design fleshed out by the story. Pete is the weak character in the game. He lacks Hopkins’ physical prowess or Gary’s wit.
B. JEFFRIES) 66 When Rockstar Vancouver released Bully in 2006, they did so with an acute understanding of the inherent appeal of their Grand Theft Auto games: it’s fun to break the rules. By creating a vast open world the player has a chance to study their environment and the rules that govern it. Who inhibits my character’s freedom? Why? What if I drive a car off a bridge? What if I do a jump into a skyscraper? By setting that world in a New England Boarding School, Bully introduces a more finite and restrictive environment than their previous games.