Tuesday, October 22, 2013

Homework 11

A goal with no obstacles is not worth pursuing
I agree with this statement.  There isn't a any real reason to play a game if you aren't overcoming obstacles or beating something.

What is the relationship between the main character and the goal? Why does the character care about it?
Our hero wants to free his people from the clutches of the earthlings, killing them in a stylized manner is the best way to go about doing that

What are the obstacles between the character and the goal? 
Level hazards, Earthlings.

Do the obstacles gradually increase in difficulty? If yes, how?
We have a plan to make them more difficult but we are still throwing around a couple ideas

Great stories often involve the protagonist transforming to overcome the obstacle. Does your protagonist transform? 
No, there aren't any powerups or ways to increase the hero's stats or anything.
How is the game world simpler than the real world?
It's in 2D, and you can solve your problems with violence

What kind of transcendent power do you give to the player?
The player is able to pick up objects and look ahead, so they can decide the best course of actions

What is the weirdest element in the game story?
Probably the fact the earthlings are the bad guys, and you're killing them

How do you ensure that the weirdest thing does not confuse or alienate the player? 
We'll have flashing texts and an emotional scene where the earthlings kill the hero's parents.

Will the players be interested in the game story? Why? 
No, it isn't our intent to have a really good story. We're focusing on GAMEPLAY
Chapter 16
In what sense does the player have freedom of action? Does the player "feel" free at these times?
The player is free to choose what weapons they want to use, but the game is pretty restrictive in how you progress

What are the constraints imposed on the players? Do they feel constrained?
They are going to be constrained by the level design, the control schemes and the environment. They probably will feel a bit constrained but they won't care because of the nature of the gameplay

Ideally, what would you like your players to do (lens #72)
I want the players to pick up strange and somewhat pointless objects, and figure out how to use those objects to kill the earthlings in some sort of comedic manner

Can you set constraints to "kind of" force the player to do it? 
YES, the player can't go forward without committing righteous revenge killings
Can you design your interface to "force" the player to do what you (the designer) wish him/her to do? 
Thats the plan, our programmer is still working out the UI

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