Thursday, September 18, 2014

hw #4

Chapter 2 Questions. 
  1. Forgetting about the game, think about your player. What are the experiences you want your player to have. 
    • I would love for the player to have an emotional time playing the game. This could range from feeling sad due to the story, angry due to the difficulty, or even amused at the animation. 
  1. What are the essential elements of that experience?
    • Good Writing is always important for any story. But a great team is much more important than a good writer. Furthermore everything has to flow together coherently and smoothly for emotional triggering to work. 
  2. Suggest a few ways your game might capture those experiences.
    • Well our story isn't really the happy go lucky type, so right from the start I believe the player will begin to feel a specific way towards the main character. Furthermore as the game progresses once the player already has an emotional response to the game, I believe further emotional direction will be easier to achieve. 
Chapter 3 Questions
  1. Discuss a few ways in which you might include a surprise in your game.
    • Betrayals are always a fun surprise in any Game. I can imagine a few ways that a betrayal could work in our game.  Besides plot surprises I think hidden items in the game would be a good way to reward/surprise those curious enough to explore every nook and cranny. 
  2. How will your game be fun?
    • Since our game will be linear in design, The fun will really stem from being rewarded with storyline in between missions and gaining new abilities/areas through progression of the story. So the writing will have to make people want to come back for more. 
  1. Discuss the goals of your game(as it stands now). 
    • I don't know if we have stated any goals as a team, however, I think that we have a really great game idea and if we can come together and solidify everything then everyone on the team will be happy with the final product. 
  2. State your thoughts on how you will make the player attached to your game, or motivated to play the game. 
    • As previously stated the player will have to become attached to the story, so the writing MUST draw the player in. On top of that, regular rewards and progressions will make the player motivated to play. 
  1. What problems do you expect the players to solve in your game?
    • The end goal of the game is to escape from an abandoned arcade. So regular puzzle solving, mini-games, and hidden items will probably all be solvable entities in the final game. 

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