Thursday 25 October 2012

Player Experience Goals to Game Mechanics

Players will have to work as team in order to complete tasks, overcome obstacles and finish the game.

Each player is put in control of one of four dwarves. Each dwarf has their own individual skills and abilities, which they will have to use to pass certain enemies and obstacles. However certain enemies and obstacles will require them to work together and combine powers. This enforces the idea of co-operation and teamwork, if a player tries to go alone they will probably die leaving the rest of the team to fail.

In single player the audience is given control of all four dwarves that they then have the ability to switch between at any time.

I will need to focus on making two sets of control that allow for easy switching between characters but also intense and realistic action.

Players will have the freedom to set their own goals and tasks, and pursue these goals in any order and at any pace they choose.

At the start of the game the player will see a short cutscene in which the story of the game is started. After this the players will be left to explore. Through exploration and teamwork, the story will begin to unravel in front of them. This will allow the player to advance the narrative of the game at their own pace.

Another way that the players will be able to set their own tasks is through in game decisions. This will allow the player to make split second decisions that affect the flow of the narrative. This becomes more interesting in multiplayer where everyone will be able to make in game decisions. This not only puts them in control of their own goals but also enforces the idea of teamwork.

Players will become emotionally attached to their characters.

At the start of the game before the story starts the player is given one dwarf which they then pick one of four abilities for. They can then begin to edit this character changing his physical appearance as well as adding deatiled features. This dwarf will then be the one you are given control of every time you load the game. Through out the game, the player will be able to use ability points earned to upgrade their skills.

In multiplayer each player picks one ability and this represents the dwarf that they are in control of. This allows people to become specialist in one ability and make them more valuable to the team. In multiplayer people will be able to download their personalized dwarf from single player for use in the game.

Players will go through a range of emotions throughout the course of the game.

By creating a coherent world I will be able to produce a game spine of events that will create tension and drama within the narrative of the game. This added with split second in game decisions, and the players attachment to their character will allow me to take the audience through a range of emotions.

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