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MMU ID Number: 17030123

Name: Conall McLaughlin

Game Evaluation Assessment Assignment 1

Thematic Analysis:

Game Title: ArmA (Armed Assault) 3 - (Bohemia Interactive, 2013)

Game Developer & Publisher: The game was developed and published by the same
company, Bohemia Interactive, a Czech based game design company specialising in tactical
military simulators, both for commercial and privatised usage, such as simulators developed
exclusively for the UK, and US militaries.

Platform(s) & Release Date: The game was released worldwide on PC exclusively on
September 12th 2013. The game received critical success amongst the PC community,
however many long-time fans of the series did not like the approach to a near future
setting, as past games had all taken place within the 00s and 10s of the 21 st century,

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MMU ID Number: 17030123
Name: Conall McLaughlin

meanwhile ArmA 3 departed from this and is instead set in the year 2035. Despite this
minor gripe with the game, fans also praised the updated engine for the game, along with
the greatly improved graphics.

Game Genre: The Armed Assault series or ArmA for short, is a series of tactical military
simulators, with emphasis on large scale combined warfare. The game is inspired and
subsequently a sequel to the hit 2001 game, Operation Flashpoint: Cold War Crisis. This
game was similar to ArmA in that it focused on large scale military conflicts. While
Operation Flashpoint was the basis for future ArmA titles, ArmA differed from it in that it
allowed its player base to heavily customise the game and its files. This meant that even
though at the heart of the game it was still a tactical sandbox military simulator, it could
evolve into a zombie survival game, or a city life game.

Game Concept: ArmA 3 includes the biggest landmass ever featured in an ArmA game to
date; Altis, a 270-square kilometre island in the Aegean Sea, is based on the real-life Greek
island Lemnos. The game also features a smaller island, Stratis. This island is 20-square
kilometres, and is based upon the real-life Greek island Agios Efstratios, an island in the
Aegean Sea. The game features a variety of unique weapons and vehicles, from standard
rifles for the 3 main factions in the game, NATO, CSAT, and the AAF, to anti-vehicle sniper
rifles. The game was also the first to feature underwater mechanics, such as scuba diving,
underwater guns, and small, two men, submersible vehicles. This allowed for more tactical
opportunities for players to exploit to their advantage.

Top Left: Altis, Bottom Right: Stratis Faction: CSAT

Faction: NATO

Representation: The game represented a massive leap forward for the series in terms of
graphics and audio. The games audio quality was significantly improved, as was the games
visual graphics. Players applauded the use of ambient occlusion, and great use of PiP, or
Picture in Picture. This technology allowed players to be able to look in rear view mirrors,
and allowed for an overall more immersive experience as players no longer had to switch to
a 3rd person view just to reverse their truck.

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MMU ID Number: 17030123
Name: Conall McLaughlin

Culture and Communities: The game has gained a cult following among the PC community,
due to the game having both a fun, casual aspect, and a serious aspect too. The game also
spawned many communities of varying ideals. One such group is The Wrecking Crew UK, or
TWC for short. This group is unique in that it manages to perfectly blend together the fun
aspects of ArmA, into a serious military simulator environment, whilst remaining open and
friendly to people new to the game. One direct quote on the groups website in response to
the image below, from a member of the group, [TWC] Will, reads;

In this photo from what I can remember you have people from over 10 countries, multiple time-zones and
around 3 continents all playing as one unified force for one shared goal. To me there is something
amazing about that. How this little community and its funny camouflaged website has managed to bring
so many different people together from all over the world still baffles me to this day and I have been here
over 4 years now.

All the ups and downs, laughs and memories. Everyone has a TWC story whether it be about their first
Operation or that time they took down a hind on the public server with an RPG, we all have one.

Its these good times we have all had together that make us all keep on coming back to TWC. We may
have our differences as a group but when it comes to doing what we do there is no one I would rather do
it with. [TWC] Will (2017) [Online] (Accessed 6th December 2017)
(http://www.thewreckingcrew.eu/201601/topic/uni-essay-help-i2s)

Another direct quote from another member of the group, [TWC] ChanNy, or as he is known in real-life,
Martin Kvambe, reads;

So, most of our members know me as ChanNy but my real name is Martin Kvambe and I live in Norway
(This is already known if you dig further into our forums). I have been part of the ArmA Community way
back since 2010 starting with the ArmA 2 free version, and became part of The Wrecking Crew family in

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MMU ID Number: 17030123
Name: Conall McLaughlin

late 2012 and have since been very active member. But why did I start playing this game? To make a long
story short, I love the concept of military tactics, equipment, history and so on. Having played ArmA for 2
years (at that time) I was looking for something else, something more in depth, and poof, I was a recruit in
TWC and rest is history.

But how as ArmA influenced me and the rest of our community? For me ArmA has boosted my English
vocabulary, how you interact with other people, and our community has forged a strong family of friends
that do what they love the most! [TWC] ChanNy/Martin Kvambe (2017) [Online] (Accessed 6th
December 2017) (http://www.thewreckingcrew.eu/201601/topic/uni-essay-help-i2s)

I believe these two quotes showcase how the game brings people together, and allows them to explore
their interests in a fun environment.

PEGI Content Rating:

PEGI Rating: ArmA 3 was rated as a 16 by PEGI. This is due to the game having an
abundance of violence, from gunshot wounds, to explosions. The game also features visible
amounts of blood on a characters clothing when they are injured. The game also features
swearing at some points during the games single player campaign. The game also an online
rating. A quote from PEGIs website on the reasoning behind this rating states; The content of
this game is suitable for persons aged 16 years and over only. It contains: Realistic looking violence - -
Strong language. This game allows the player to interact with other players ONLINE PEGI Website
(2013) [Online] (Accessed on 6th December 2017)
(http://www.pegi.info/en/index/global_id/505/?searchString=arma+3)

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MMU ID Number: 17030123
Name: Conall McLaughlin

Structural Gameplay Analysis:

Fixed Rules: ArmA 3s rules are very few and far between, as the game allows players to do
whatever they want. Despite this, the fixed rules come in the form of the many game modes
the game offers. For example, in Insurgency, players must destroy or capture various
weapon caches. They first must gain intel on the locations of these caches, either by finding
the intel on the bodies of dead enemies or by questioning civilians. When players destroy all
caches, the game is won.

Variable, Quantifiable Outcome: While the game has fixed rules, certain players can be
better than others, whether this is in skill, or in their equipment. For example, a player with
a standard rifle on the ground will have a hard time trying to kill a player with a powerful
sniper rifle on top of a tower overlooking the area. However, the player could flank around
the sniper, or simply blow up the tower he is hiding in.

Valorisation of Outcome: ArmA 3 implores a system of rock, paper, scissors. For example, in
the game, an infantryman stands very little to no chance of destroying a tank. However,
another tank, or an aircraft, such as an attack helicopter or an attack jet, could easily
destroy said vehicle. While this system of rock, paper, scissors exists, the game also allows
players to change the outcome of situations. If the infantryman had a rocket launcher, he
stands a much better chance of destroying the tank on his own, without armoured or air
support.

Player Effort: In ArmA 3, the player feels engaged in the game. For example, in Insurgency,
while players can easily win the game by destroying or capturing the caches, the game can
be won in a much faster time, due to an aspect known as Civilian Trust. This will decrease
and rise depending on player actions. For example, if a player kills a civilian, either on
purpose or accidentally, it will decrease the trust. If they question a civilian too much or
destroy a grocery market, it will also decrease. If a player however, heals an injured civilian,
or saves them from the enemy, it will increase trust, and allow more intel to be gathered.

Player Attached to Outcome: Players feel genuinely happy to win, as certain games can last
upwards of 7 hours. The players feel like they all worked together towards a common goal.
This also rewards players with an increased understanding of the game, as a new player may
not be able to fly, but by the end of the match, they may be able to fly extremely well.

Negotiable Consequences: ArmA 3 has negotiable consequences in the form of hardcore


servers. This means that if you die, you will not be allowed to respawn. This encourages all
players to play carefully, and to ensure their avatar survives the full game mode.

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