TASK 1 : CHOOSE OF YOU FAVOURITE GAME AND DISSECT THE GAME ACCORDING TO ITS STRUCTURAL ELEMENTS

HIGH Making it to a safe ledge with just a sliver of stamina remaining.
LOW Staggering around for half an hour with a sliver of life with an irritating "heartbeat" rumble and an ugly red-screen effect ruining the look.
The core of I Am Alive, the part of the game I admire, wonderfully depicts the challenge faced by its nameless protagonist trying to cross a shattered metropolis. As he climbs through dust-choked buildings broken by some undescribed event, each movement drains his strength.  

STRUCTURAL ELEMENTS
1) Rule-based
-I Am Alive is ruled by a stamina bar which determines how much strength the main character has before collapsing. If his stamina depletes before finding a place to rest, it's possible to perform a last-ditch push. If safety hasn't been found after that, the next thing to come is a wetly abrupt halt at the end of a long fall. Unlike most games where climbing plays a large role, it's extremely important to survey the territory ahead and plan a route before taking any action. With certain paths leading nowhere and some maneuvers requiring more strength than others, rushing forward and expecting the game to compensate for poor decisions is a quick way to end the adventure.
2) Feedback driven
-I Am Alive is bold, challenging, and refreshing in its approach, but I would guess the difficulty might put some people off. Although I hesitate to call it a hard game, the constant resource management and extreme levels of caution and awareness required to play successfully are not the norm. There are also some rough areas that could have used work, such as obstacles or surfaces that seem able to be scaled, yet can't be. Some instances also occur when the developers are clearly pushing the player towards a conflict, signaled by things like open doors becoming locked (and vice versa) in order to funnel the player a certain way. It's a little too overt at times and can intrude on immersion, but I forgave it in light of what it gets right.

3) Goal-oriented
- order to travel where he needs to go, the character will often scale the sides of dead skyscrapers, find pathways across broken concrete, hang from dangling pipes and claw into impossible fingerholds. While extreme climbing is hardly new, how it's done here is.
 
4) Problems
- The time given is too short.
5) Interaction
- Types of interaction in this game is the "single-player"
6) Representation
-Representation in this game is concrete because the game is played live