INCERTAINTIES IN:
HORIZON ZERO DAWN
In this project, I analysed the uncertainties the player faces in Horizon Zero Dawn and I added a new uncertainty.
I hope you enjoy this reading as much as I enjoyed making the clone!
Horizon Zero Dawn:
It is an open world with a post-apocalyptic atmosphere, in which the player takes the role of Aloy who is searching for answers about her past.

Performance uncertainty
Perfomance is a source of uncertainty that the player will have to face.
During the course of the game the player will have to face various types of machines, each one different from the other and some of them will test the player's..:
⦁ Reflexes: Fighting requires a fair amount of reflexes in dodging enemy attacks.
⦁ Skill: Hitting vulnerable parts of the enemy by alternating between the various weapons and armor the character has at his disposal makes the Fight more hectic, but also more difficult to apply perfecatly.

Performance uncertainty
Performance uncertainty is not only about fighting, but also about the player's ability to move around the environment better.
The constant presence of enemies in the map leads to the risk of one fight after another without giving the player a break.

Performance uncertainty
Another source that will test the player's skills is the presence of different weapons. Not only through the combination of weapons in combat, but also through the individual use of the weapon:
Among the weapons the player will have are:
Slingshot: Uses explosive ammunition, the difficulty lies in launching the projectile in a lob-like direction.
Trap Thrower: This weapon allows you to place an explosive or electric cable across two ends.
The difficulty in using it is in placing the trap in the right places.
Trap Thrower

Slingshot

Hidden information (uncertainty)
In the game there are collectibles that the player will have to find, some of them will be visible on the map which will give the player an approximately exact location of where the item is.
Others, related to the story or additional information will be up to the player to find and this can be difficult, especially on a large map.

Randomness (uncertainty)
One source of uncertainty I would add is the randomness of damage during a fight.
Turning the base value into %, combined with the damage the enemy takes if vulnerable, the effect of the weapon and the health of the enemy, would make fights more difficult and the player would have to pay more attention to what type of 'ammunition' he is using.
Freezing Arrow:
5 Damage (Base Damage) = 5 Damage +5% damage which increases by 3% if a vulnerable part of the enemy is hit on their life.
5%/8% on an enemy with 1000 HP = 50/80 Damage
30 Damage effect = 30 Damage effect +10%(Base value) to 30% damage which becomes 15% base value to 30% if a part vulnerable to this effect is hit.
Enemy with 1000 HP = 100 to 300 - 150 to 300 Damage
