The
first type of balance is fairness.
Fairness in our game would be seen through the character enemy
interaction. If a player is touched by
an enemy the game resets but it is also very easy to kill an enemy with only
one bullet. Another example of fairness
in the game would be how you reach the next level. The level of difficulty in this is a kind of fairness. It's not that hard.
The
second type of fairness is Challenge verses Success. Our games flow is relatively quick and easy
and because of the time constraint there will only be a few levels to keep you from ever getting bored. The level of difficulty in theory would get
harder the more you advanced on but for now there's only going to be one
difficulty.
The
third type of fairness deals with Meaningful Choices. Where should i go, who do i kill
first....? Our game is going to have you
make simple choices. As who to kill
first...Well just don't get touched. Shoot or start over. kill or be
killed. The enemy interaction are simple
enough to not make the player think to hard to overcome the enemy yet still be
demanding enough.
The
fourth type of fairness is Skill vs. Chance.
The opposing force in our game is a simple enemy . This gives the player too much skill and may
make our game too predictable but if we where to go on with the game the level
of difficulty would increase leveling this out.
Also if we were able to implement a randomizing element to the dragon
balls location our skill of the player would need to increase.
The
fifth type of fairness deals with Heads verses Hands. This is referring to the player pushing
buttons or solving puzzles. Our game has
a good mix of both with the exploring for the dragon balls and killing of
enemies. The puzzle is in the adventure
and the challenge of button smashing comes in the enemy interactions. Our game doesn't have any competition or
cooperation in it because it is only a single player game.
The
seventh type of fairness is the length of game play. Our game defiantly falls under the too short
category. But this is due to the time
constraint. The game has no time
constraint so as long as you don't get to close to an enemy the game is only
really in action when the player is playing.
This means the game and end when
you die or win or you get bored and leave(afk).
The eight
type of fairness is the reward system.
Our reward system is you have quest to get a dragon ball and then move
on to the next level. Your reward is you
get to move on to the next level. So
your rewarded with the success of finding the ball but i would like to think
the beautiful environment along the quest is a reward within itself. You also get rewards for not dying but
getting to continue to play and sometimes that's a challenge within itself to
stay on the map.
With
rewards comes punishments. The
punishment for wondering off the map or letting an enemy touch you results in
an end of game. So the shortening and
restarting of play is what you get punished with in our game. Also the bad sound effects are punishing
enough.
Freedom
vs. Controlled. Our game is too much
controls in the fact that you have the only power in the game. I tried to add animations where the environment
would move the player but failed in every attempt.
Another
degree of fairness is how simple or complex the game is. Our game is very simple thus very
simple. It may be to simple but the goal
was to create a game and we didn't quit reach the point of complexity in our
game.
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