Thursday, October 17, 2013

Homework 11

Chapter 1

1. A goal with no obstacles is not worth pursuing.

I think so. One of the motivations of playing game is the feeling of achievement. The obstacles will create the situation for the players to achieve and challenge him/herself.

2. What is the relationship between the main character and the goal? Why does the character care about it?

The background story of our game comes from the comic books dragon balls. When the player plays the game, he/she will feel like the character in the book. The character is heroic, brave, capable, and trustful. The character will save the village and his/her family and friends.

3. What are the obstacles between the character and the goal?

The obstacles include fighting over the aliens, getting clue of the dragon balls, and finding the dragon balls to move forward.

4. Do the obstacles gradually increase in difficulty? If yes, how?

Yes. As the player gets familiar with different kinds of aliens, he/she will be able to get the skills to fight with the alien using right strategy. And the player would be able to have enough money to purchase weapon and medicine. As the player gets the better weapon, there should be challenge for them.

5. Great stories often involve the protagonist transforming to overcome the obstacle. Does your protagonist transform?

The weapon will transform to another level as the protagonist gets further in the game. This will help the player to face the challenge and better himself.

6. How is the game world simpler than the real world?

The player can always escape from the battle and get food and medicine in the store. And the rules of the game is pretty simple: fight over alien and get the ball.

7. What kind of transcendent power do you give to the player?

At the very end of the game, the player would be able to make any wish and it will come true. And during the game, the player would be able to use magic at some point and fight with aliens.

8. What is the weirdest element in the game story?

The alien attack a medieval village with virus.

9. How do you ensure that the weirdest thing does not confuse or alienate the player?

The alien will look retro in the game so that they can fit in to the game design. It can be the exploration of imagination if it works out.

10. Will the players be interested in the game story? Why?

Yes. The game story is developed based on a very popular comic book and people love it! 

Chapter 16

1. In what sense does the player have freedom of action? Does the player "feel" free at these times?

The environment of the game is exploratory. Ideally, the player should be able to interact with any items in the world. The boundries are invisible and covered by the forest and the houses. Basically the player can go anywhere they want.

2. What are the constraints imposed on the players? Do they feel constrained?

The constraint will be the houses with aliens hidden in it. The player will not be able to get into the house until the player kill the aliens. And if the player does not have adequate money, food, or weapon, he/she will be killed by the alien.

3. Ideally, what would you like your players to do (lens #72)

Ideally, the player will follow the storyline of the game. They should be able to know how to use the items in the game and how to get information. They will have conversations with in-game characters and find out clues for their next steps.

4. Can you set constraints to "kind of" force the player to do it?

Conversation with the villagers on the street belongs to this category. The player needs enough information to move forward with the game.

5. Can you design your interface to "force" the player to do what you (the designer) wish him/her to do?

Not yet. But I am planning to set up a hint like "talk to the guy sitting in the corner to get some info".

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