We took several questions from the lecture slides today and decided to use them to provoke discussion. Though the questions required no written answer we decided to provide them with one anyway to show how our discussion worked. The following is our combined notes from this session as I think it helps show our method :
1. Does my game have emotional dimension? What emotions will my game world include?
Yes, the game will have emotional dimension. The main character of the game's daughter has been kidnapped, and a major aspect of the game is finding and rescuing said daughter. This would include the emotional values of sadness, anger, fear of being caught.
2. Where does emotion fit in the entertainment value of the game? Is it a big element?
Emotion is a secondary part of the story. It is not an important feature of the game.
3. Do emotions motivate characters in the game and/or the player?
The emotions motivate the character because the main character is driven to save his daughter. There is an emotional bond between the main character and the daughter that drives him forward.
4. What emotions is the game going to inspire in the player? How will we accomplish this?
The game will inspire the emotions of sadness, anger, and fear. Sadness will be portrayed with the capturing of the daughter, the reactions of the main character will sadden the player. The main character will then seek revenge, which will anger players. There will be a main villain that the player can focus all of this anger towards. Fear will be portrayed from the fear of getting caught. Most of these emotions will be reflected from the main character to the player. We will attempt to make a bond between player and character.
5. Will the player have fun in the game world? How will we make sure they have fun from the start?
We believe that the player will have fun. Things such as cutting out the tutorial and having an integrated hint system within the game play. The player will have basic instruments and abilities from the start and will unlock new abilities as the game progresses, this will keep the player motivated to play the game.
6. If your game includes conflict between opposing forces are their capabilities symmetric or asymmetric?
Most characters are equal with equal capabilities except special characters. There will be other runners that will be sent after you late in the game who have other capabilities which makes the game more challenging, but not to the point that the game becomes annoying.
The main boss will have special abilities to challenge the player. You will meet the main boss more than once and each time will have more abilities to challenge the player.
7. Will the starting conditions in the game be symmetric of asymmetric?
The game will start off symmetric. This will insure that the player is not too challenged to the point where s/he cannot finish a part due to lack of skill.
8. Are the relationships in the game mostly transitive or intransitive or a mixture.
The game doesn't really have any of the relationship balancing problems.
9. Are your games challenges solvable only by predefined means or can some/all be solved by emergent means?
The games challenges are solved using emergent means.
10. Does your game include positive feedback? If so, how will you prevent runaway victory for the first player who gets ahead?
The game does include positive feedback. The unlock able items will not affect the players abilities and strengths. It is merely for show so that players can show off their accomplishments. Things such as hats, clothes and shoes.
------------------------------------
I felt this method helped focus our otherwise very distracted brains and helped us fully discuss areas of our game we would have not thought of.
No comments:
Post a Comment