design for games game analysis
Monday, 10 February 2014
Sunday, 9 February 2014
evaluation
Evaluation:
I have designed a story based on a character that doesn’t really
have much choice in his life; no matter what choice he makes there will be a
price to pay, to reflect this in the gameplay I have forced the player down a
set path while at the same time giving them the idea they can make their own
choices.
The why I have achieved
this is by punishing the player verbally and by getting there hopes up, but
once their hopes have been raised I smash them back into reality by ether
killing the player or having an anticlimactic situation.
My goal was to create a story that brought a sense of despair
to the player, while at the same time making the player believe they had a
chance to escape the harsh reality of what is going on around them. I reached
this goal by describing the world as a dark damp place where people are
suffering, the moment the player enters the world her or she is met with a backstory
designed to bring a tear to your eye as you learn about jack and his hopeless existence.
If I were to retake this assignment I would do a few things
differently:
-
The first thing I would do is try out the
software far in advance of starting the project, the reason behind this is I had
to learn the software while writing the narrative, this took time away from
writing the sorry.
-
Second thing I would do is simplify the story as
the two arcs had to go through many pages so that they could cross.
-
I would have liked to learn more about quest so
that I could add images and maybe animations into the story.
-
The final thing I would add is secret sections
that gave the player information that could help them get a better ending; this
would also be a risk for the player as they wouldn’t know if it was a trap.
Overall I believe my narrative
has lived up to my original design even though I have had to make a few changes
so that it would work.
the anti hero
i was thinking not all heroes follow the hero's journey, my example of this is wario.
wario doesn't get sent on a quest as he has his own motives, this motive is money and only money, however the enemies he fights are more evil than him so its a lesser of the two evils scenario where the only aim is to get the prize.
wario doesn't get sent on a quest as he has his own motives, this motive is money and only money, however the enemies he fights are more evil than him so its a lesser of the two evils scenario where the only aim is to get the prize.
why the guns called the easyway
the reason i have called my gun the easyway is because it is an easyway of getting rid of the people that are trying to stop you from completing your mission. there was also going to be a secret ending where the player kills them self, in this ending you find out the whole ordeal was created for the entertainment of a mad man who enjoyed watching people fight for survival, the only reason this ending wasn't added is because of time restraints.
changes to story layout
i have chosen to change the lay out of my story, the reason i have chosen to change the lay out is because it was to simple when i came to actually make the game, however the main plot points are still in place only moved around a little.
i have also summed up half the middle arc, the reason i have done this is my story contains two different arcs, both arcs contain complicated links that can send the player into loops or send them down a completely different path, example if you keep clicking the window your character dies.
the main events haven't changed:
- joining or not
-meeting girl
-picking last path
i have also summed up half the middle arc, the reason i have done this is my story contains two different arcs, both arcs contain complicated links that can send the player into loops or send them down a completely different path, example if you keep clicking the window your character dies.
the main events haven't changed:
- joining or not
-meeting girl
-picking last path
Saturday, 8 February 2014
how my story works
i have been playing with the idea that the player has no real power in his life, the way i have implemented this into the game-play is by punishing the player for taking the roots i don't wish them to take.
in this way the story is linear but gives the impression that it is more open.
in this way the story is linear but gives the impression that it is more open.
Sunday, 2 February 2014
decision for narrative
i have decided that the character can die but only if you do something stupid more than once, this stops the player going into endless loops.
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