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. 

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