Comparison of NFS Hot Pursuit 2 and FIFA 10
Game Information

Full Title-Need for Speed: Hot Pursuit 2
Year Released-2002
Publisher-EA Black Box
Genre/Game Structure-Street racing simulator
Describe the Diegesis-In-game actions include driving and interactions with the environment, including driving on pavement, on dirt and grass, driving through (breaking) traffic signs and spin-outs and sparks when collisions occur. Players within the game can interact with each other through vehicle contact-they, too, can spin each other out and pass each other. There are many alternate routes to travel within the environment. Drivers can (presumably? Unsure) drift or powerslide with the cars they control. The car’s top speed is affected by road condition, including condensation and what surface they are on (they will drive slower when on dirt as opposed to pavement. There may or may not be other “out-of-race,” i.e. “civilian” drivers such as tractor trailers within the game setting. At the beginning of the race, drivers are given a “traffic signal” of when the race starts. At the end of the race, the game audibly and visually tells the player what place they finished in.
Describe Characters-Characters are simply the cars themselves-there are no human characters seen within the game. The operator’s identity is the car they choose, including BMW m5, Porsche 911 Turbo, Porsche Carrera GT, and HSV Coupe GTS.
Game/Story Relationship-Several modes occur. An operator can race against another (or the computer) or they can play a mode in which their goal is to evade the police. They can also play as the police, setting up road blocks with their cars and spikes to “catch” the street racers. However, the “story” itself is not so much a narrative as it is playing through races to finish the game and unlock various other options, such as a faster cop car and faster street cars. Cameras can follow the players from behind the car, or in front of the car. There is also an ialternative mode in which the operator an take the “driver’s perspective.”
Machine Acts/Operator Acts-The operator simply drives the course in diegetic acts, and selects their car and navigates menus in nondiegetic acts. The machine acts include the response when a cop car pulls the operator over, or when the operator (as a cop) pulls the street racer (controlled by the machine) over.
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Full Title-FIFA Soccer 10
Year Released-2009
Publisher-EA Sports
Genre/Game Structure-Soccer Simulator
Describe the Diegesis-In-game actions include the control of one or multiples of the 22 players on the field. Actions include passing, shooting, dribbling, tackling, and diving, punting, and free kicks (such as by the goalie). The game remediates a television broadcast, seeking to simulate something like a “World Cup” broadcast as realistically as possible, including play-by-play and color commentary by two real soccer broadcasters. Other diegetic actions include the inc-game keeping of score, shots on goal, saves, assists, and other individual and team statistics. The game also “officiates” by calling fouls and balls out of play.
Describe Characters-Characters are comprised of all the various soccer players of all teams available within the game setting.
Game/Story Relationship-There are head-to-head modes for multiple players, but also several narrative modes within the game. You can “Be-A-Pro” in which you take a young international football player and take control of his “career” in which you take him from a young, promising player to an international superstar through skilled in-game play and contract negotiations with teams. There is also a manager mode in which the operator takes control of a team and plays them through seasons and offseasons, having the option of purchasing players and attempting to lure them from other teams while trying to win championships. They player can manage injuries and fatigued players.
Machine Acts/Operator Acts-The operator controls in-game actions of actually playing the game. Machine acts include the ball action after it’s kicked-thus, the game controls the laws of physics that exist within the real world. The machine provides an in-game ambience by controlling the camera and how non-controlled players move and act. It controls the commentators’ speech, crowd noise, stadium noise, and the overall out-of-game setting. Within the menus, a player can navigate through various modes while the machine controls actions by other teams in modes such as “Manager mode,” taking control of all non-user controlled teams. The game also controls pre-and post-game celebrations depending on the game’s winner, and provides highlights within the half-time show and post-game “show.”
Despite a 7-year gap between the production of these respective games, they are very similar in nature. Both fall under the sport/action game simulator category. In fact, one can loosely define Need for Speed: Hot Pursuit 2 as a "sport" game, despite that it takes place on a less formal level-it's set on "the streets" rather than a formal athletic atmosphere. But in structure, both games are very similar. The nondiegetic options within the menus are set up very similarly-a player can navigate through game modes ("Chase" in NFS, "Manager Mode" in FIFA) and select their automobile just like they can pick their team that they want to play with. Diegetic actions in Need For Speed are much less prevalent than in FIFA. In NFS, you are simply given a driving environment with a context of a) winning the race, b) not getting caught by the cops, and c) catching bad drivers as a cop. Otherwise, the environment doesn't interact with you that much. Aside from the machine-controlled cops/other drivers, the only operator-machine interaction occurs when driving off the road, crashing, or driving over/through objects, in which case they break (such as stop signs, etc.) We did not have enough time to explore every world, so there may be interactive objects that we never encountered. In FIFA, each game is essentially its own world. The computer will interact differently every time, and no game will play out the same way. However, with 21 other players to control, the machine plays a much higher role in controlling the game environment and the ambient environment as well.
It can be said that despite a concrete storyline in either, both have some semblance of a narrative. In NFS, one goes through courses in the game avoiding being stopped by the cops (or stopping violating drivers as a cop). Therein is the story. While it doesn't follow a strict narrative, it can be said that it follows the form of paradigm (as opposed to syntagm) in that in each scenario a set of events can occur, but their order is not set. For example, one could be playing as a cop on a desert course, and they could catch bad drivers 0, 1, 2, or 3 times. Catching them 3 times means "winning," and advancing. However, less than that means that the player will have to play the level again. In FIFA, each game is like its own story, sometimes within the "story mode" of Virtual Pro or Manager Mode. No game will play out the same way, and thus, since different events occur every time, the "narrative" is almost completely random. A game score could end 1-0, or 100-99. While there is almost no concrete storyline in FIFA, it certainly has a story to it within the game action. Additionally, the Virtual Pro and Manager mode take on their own larger story as you attempt to control an individual player to stardom or bring your team to the height of international soccer.
FIFA:http://www.gamekicker.com/files/fifa%2010.jpg



