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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