Monday, October 21, 2013

Homework 11: Story and Game Structure


Chapter 15

A goal with no obstacles is not worth pursuing. 

What is the relationship between the main character and the goal? Why does the character care about it? 
The goal of the game is to find out what happened to the citizens of this city. Carla, our main character, will navigate through the levels of the game in search of missing journal pages with the details on what happened to the city. She feels like it is her responsibility to find out what has happened to the city.

What are the obstacles between the character and the goal? 
Carla will need to gain access into particular parts of the buildings to retrieve the pages. She will encounter puzzles in which she will need to solve to gain this access.

Do the obstacles gradually increase in difficulty? If yes, how? 
The obstacle (puzzles) will increase in difficulty as the levels progress.

Great stories often involve the protagonist transforming to overcome the obstacle. Does your protagonist transform? 
Carla becomes more aware of the situation when she overcomes the obstacles because she is granted pages that tell her what is going on.

How is the game world simpler than the real world? 
Our game is simpler because the main character is isolated. She is in this desolate area though looks like a modern-day city we do not fully concern ourselves with all the characteristics necessary to emulate a true real world.

What kind of transcendent power do you give to the player? 
Carla has the ability to have freedom to search through the buildings and gain access into restricted areas to find the missing pages to this lab notebook.

What is the weirdest element in the game story? 
I personally think the weirdest element in our game is the gun we have decided to incorporate. Carla is supposed to be collecting the pieces of this gun throughout the game. The story of our game does not necessarily call for weaponry but it does as another element.

How do you ensure that the weirdest thing does not confuse or alienate the player? 
The gun will be an option of use during the final battle between the protagonist and the antagonist at the very end of the game.

Will the players be interested in the game story? Why? 
The players should be interested in our game because our game is story based. Every element of our game is based on the storyline.

Chapter 16

In what sense does the player have freedom of action? Does the player "feel" free at these times? 
The player has freedom of exploration. The player should feel free most of the time until they encounter an obstacle the must overcome.

What are the constraints imposed on the players? Do they feel constrained? 
The player is constraints include the inability to access different areas (buildings/levels) of the game unless they solve a puzzle.

Ideally, what would you like your players to do (lens #72)
Our team's goal is to have the player find journal pages that will reveal the reason why this place is desolate. We want them to explore the different laboratory building in search of these pages. They will need to gain access into restricted areas to retrieve the pages. They gain access through solving the puzzles. Once the pages are found they will be able to find the antagonist and hopefully revive the city or at least stop the antagonist from creating more desolate areas. There will be two other characters found in the game that can help to partially reveal what has happened but the key information are in those journal pages.

Can you set constraints to "kind of" force the player to do it? 
Yes, the player will not have a choice but to complete the obstacles in order to progress in gameplay.

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

Yes, the design of the levels and floors will force the player to accomplish their goals.

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