Chapter 15
1. A goal
with no obstacles is not worth pursuing.
True, if there is no
obstacles from the goal then the player is left without a challenge.
2. What is
the relationship between the main character and the goal? Why does the
character care about it?
The characters
relationship to the goal is they must be the same. The character should feel an emotional need
or desire to obtain the goal. There must
be a meaningfulness between the character and goal to make the player want to go after the goal.
3. What
are the obstacles between the character and the goal?
The
obstacles in our game our the enemies and the exploration for the balls.
4. Do the
obstacles gradually increase in difficulty? If yes, how?
As
of now they do not but if we where to continue the game they would.
5. Great
stories often involve the protagonist transforming to overcome the obstacle.
Does your protagonist transform?
Our
hero is only transformed by the feeling of accomplishment for having saved the
world. There really isn't any
involvement of the development of the character in our game.
6. How is
the game world simpler than the real world?
There
is only a few interactions and everything within the world are easily seen to
be artificial. So our world is defiantly simpler than the real
world.
7. What
kind of transcendent power do you give to the player?
Our
player has no transcendent power other than the character controls.
8. What is
the weirdest element in the game story?
The
enemies are pink blobs and don't really make sense. But its part of the theme we based the game off of.
9. How do
you ensure that the weirdest thing does not confuse or alienate the
player?
This doesn't affect
anything in the game really. This is
just a trivial aspect of the game.
10. Will
the players be interested in the game story? Why?
No. Only because the game
story won't be developed far enough along.
Chapter 16
1. In what
sense does the player have freedom of action? Does the player "feel"
free at these times?
The player has free actions most of the game. The strict and slightly awkward movements
don't leave you completely free though.
For the action that are given the player has freedom to do whatever they
please. There isn't any freedom options
for the player to be had which does result in a constrained game.
2. What
are the constraints imposed on the players? Do they feel constrained?
The constraints on the player are on just about
everything. There aren't any player
options implemented in the game other than movement and weapon
choice(hopefully). So the player may
feel constrained but this is overcome by the simplicity of the game not needing
any of these options.
3. Ideally,
what would you like your players to do (lens #72)
I would like the player of our game to explore the
levels for the dragon balls and enjoy the environment around them along the
way. I would like them to come up with
strategies to kill the enemies faster and more efficient. All to reach the final level.
4. Can you
set constraints to "kind of" force the player to do it?
The constraint in which we have in place is that you
cannot advance to another level untill you have found the dragon ball.
5. Can you
design your interface to "force" the player to do what you (the
designer) wish him/her to do?
Absolutely. If you can think like a player you can have foresight
into his next actions. Then you can
develop a game to work towards the goal by the environment changing and simple
goals leading to a bigger goal.
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