Thursday, September 18, 2014

Homework 4

Chapter 2:

The essential experiences and emotions we are aiming to design the game to evoke in the player(s) are:

- Excitement -- The game should be thrilling and interesting. 

- Fear/Anxiety -- We hope to successfully involve frightening surprises in the game. Other abrupt threats may be included in the game as well. 

- Triumph -- Of course one of the more important aspects of the game is to fulfill the main objective after some hardship and varying obstacles.

The open world should enrich the gameplay and present endless possibilities. 
The player should also find excitement in using the weapons found and freely using them throughout the game world, fending off various animals and other threats.

Fear and anxiety could be brought about in being unsuspectingly attacked from behind or above by various animals or other threats. In the instance of an animal attack from behind, the player will be able to hear the threat when it is relatively close. However, if the player doesn't act in time, he or she could sustain injuries from the threat and have to heal him/herself after the confrontation, given he/she survives. 


Chapter 3:

In addition to the previous example illustrating a sudden attack, another example could be entering a building and, while exploring or searching for items, the roof could abruptly collapse and the player has to react quickly to avoid injury.

As described before, most players will find satisfaction in being able to freely use weapons on various animals or engage in target practice using elements within the environment. Another fun aspect of the game is being able to drive the abandoned cars within the city and freely roam the city as recklessly as desired.

The main goal of the game is to survive and escape the island while combating various animals and other forms of nature that have overtaken the island and supplanted virtually all forms of civilization. We have decided to use the real deserted island of Hashima off of the coast of Japan.

We hope to successfully create a connection between the player and the game by appealing to human emotion and senses in a realistic environment. We want to essentially allow the player to live vicariously through the game and feel liberated to be able to live through exciting, even dangerous situations that would be far from ordinary in their everyday lives. A fantasy, in other words.

The main problem the player will have to solve is basically having to think about how to handle obstacles or survive if they were actually living the game out. They will have to find resources to help them survive, such as weapons, food, and shelter. Additionally, if they are hurt, they have to find first aid within a reasonable time period. They must use the objects and resources within the world to survive the island and get to the main land.

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