Balance is an integral component of any game. Various types of balance and how they are related to and applied in our game are discussed below.
1. FAIRNESS
Seeing as our game is symmetrical, there are ways in which fairness is manifested. For instance, animals can attack the main character more quickly, however the main character may use weapons against the animal to deal significant damage. These weapons realistically would not be available for use by the animals. Also, animals would be able to fend for themselves during the night time, where as our character would either have to find shelter and wait until daytime, or use an item such as a light or lit torch to do the same.
2. CHALLENGE vs. SUCCESS
As it relates to our game, the main, most difficult challenge would be to follow clues to locate the father on the island. However, the difficulties of achieving a task may vary depending on which objective is trying to be achieved. For example, when fighting enemies, trying to kill one of the flying bird enemies will be more challenging than killing one of the other ground enemies such as a dog. Let's say the player has low health. It would be more difficult for him to break windows and smash in doors than if he had more health. The player's decision making may also introduce varying difficulty. For instance, if the player decides to fight through the night to locate his father, he is prone to more surprise attacks (especially from behind) due to decreased visibility, and would probably sustain more injuries from these attacks than he would had he waited until the following day. Furthermore, deciding to fight through the night without the aid of a light or torch would make surviving even more difficult.
3. MEANINGFUL CHOICES
Choices are a crucial part of our game. For instance, throughout the game, the player will have to decide which usable items to pick up and which to leave; whether or not to find shelter or fight through the night to continue looking for the father; which path of many to take to find the father; etc.
4. SKILL vs. CHANCE
There are many skills required for the player to successfully progress through the game. However, instances of chance are also present. The most prevalent manifestation of chance presents itself in the openness of the island. The character may choose one of many routes to traverse to find the father. However, beyond that, skill is the most important part of survival. The player has to be skilled to survive the malicious forces present on the island, such as the various animals and birds. Also, the player must have the skill to get through barriers, like breaking through windows and doors, and drive the various vehicles/boat when necessary.
5. HEAD vs. HANDS
Our game involves thinking and physical activity fairly equally. The main element of the game is to choose a path to find the father. However, while traversing this path, he is confronted with various enemies to fight against. He must also make decisions on when to fight given the time of day, when to nourish himself, and when to heal himself.
6. COMPETITION vs. COOPERATION
Competition and cooperation (at the player's discretion) are both exhibited in the game. The player is frequently and consistently in competition with the malicious animals and birds that he must fight to survive. However, the player may choose to feed, and therefore befriend, one of these animals. From that point until he completes the game or chooses another companion (in which case the former will again become malicious), this companion will help the player fend off various other animals.
7. SHORT vs. LONG
The length of the game is contingent upon the actions of the player. The length is primarily dependent on the path that the player chooses to take to find the father. Another secondary factor that influences the length of the game are decisions such as choosing to fight through the night to continue the search for the father or to find shelter and wait for daybreak.
8. REWARDS
The primary reward of the game is finding the father on the abandoned island. However, other subsidiary rewards may include the discovery of more significant weapons to be used to fight against the various enemies on the island or items that will aid in traveling the island such as flashlights, compasses, etc. Finally, getting the father back to the boat will result in the completion of the game, also a reward.
9. PUNISHMENT
Punishment is realized in a number of ways in our game. Based on the player's decision, going out at night to search for the father results in the punishment of having to fight against animals with impaired vision. As explained before, doing so will leave the character more prone to surprise attacks from the back in addition to head-on attacks of which he may or may not be aware. Also, diminished health affects his ease of breaking through windows or doors. If the character is severely injured, it takes much more effort for him to accomplish the previously stated tasks. Also, as items are used by the character, based on the type of item, that item may be depleted and may have to be reacquired elsewhere in the game.
10. FREEDOM vs. CONTROLLED EXPERIENCE
In our game, the character a virtually large amount of freedom. Given the proposed openness of the game world, the character has many projected paths he may take. However, the game won't be completely open so that it will remain manageable to develop. We will limit access to certain buildings and paths on the island. Also, the player won't be able to freely leave the island at various points. To enforce this, there is a specific area of the island in which the boat used to get there can be docked, and the island can only be exited at that spot once the father is found.
11. SIMPLE vs. COMPLEX
As mentioned above, the general openness of the island introduces some complexity, however we will introduce some restrictions to limit this freedom. Decision-making abilities also introduce some complexity, for instance the ability to decide whether to fight at night or seek refuge until the day time. Another complex element of the game is the use of hints used by the character to guide him in his search for his father. There may be apparent clues, or there may be items found that have nothing to do with the father's movement at all.
12. DETAIL vs. IMAGINATION
There are various details that we have incorporated in the game, such as the historical reference to Hashima Island, an actual abandoned island in which our story takes place. The player's imagination will come into play in instances such as the hints left on the island to lead the player to the location of the character's lost father.
Weekly Contribution(s): Worked on health bar, downloaded objects on Blendswap to be used in our game.