Thursday, October 23, 2014

Homework 11

The interface of a game plays an integral role in the attraction to and ease of playing a game. Some elements regarding the interface are discussed below.

1. The user interface will be simple and intuitive, that way it will not interfere with the gameplay, but flow seamlessly and enhance the player's experience. We are going to implement simplistic menus in which the player can choose to resume a game or start a new game, manipulate the sound levels, view controls, etc. An integral in-game element that is part of the interface is the health bar. 

2. The interface generally plays many roles in a game. In our game, the different ways in which the player interacts with the interface will all serve to help progress the player through the game, giving the player insight on the capabilities of the character in the game, helping the character navigate throughout the game world, etc.

3. It will be a relatively simple task to master the interface in the game. This will allow the player to be able to focus primarily on the decision making and action within the actual game and leave the interface to act as an aid to the player.

4. The player will have the strongest influence over the outcome of the game. The player's decisions will solely determine the outcome and conclusion of the game. The player has to make decisions about traversing the island and have to depend on the skills developed through experience to survive attacks by different enemies on the island. The player also has to find and make decisions about clues that may or may not aid his search for the father on the island.

5. The players will realize power in many different ways in our game. The inherent power introduced in the openness of the world is the most apparent. Also, the fact that the setting of the game is an abandoned island plays into this concept. Since realistically, an abandoned setting really reduces restriction, the player will feel the power of being able to basically go anywhere and use any resource he or she may find on the island while playing. To be able to access any car and drive where ever he or she wants to is another example of power. Finally, the use of weapons, which most players wouldn't have access to in real life, and the ability to fight of enemies introduces another dynamic to the realization of power in the game.

6. The player can pick up and touch a number of objects. These include weapons of varying sorts, vehicles, health items, food items, objects used as hints to find the father, the boat used to get to and from the island, as well as break windows and doors and fight animals.

7. Yes the interface helps to visually translate actual occurrences in the real world. For example, when the character is faced and attacked by an enemy, the realistic incident of getting hurt is illustrated through the health bar. If the player is attacked the health bar goes down, depicting that the player was injured. Finding and using a health pack will make the health bar go up, to illustrate the real world instance of someone receiving medical attention and being healed.

8. The interface of our game does allow the player to see, hear, and touch the world of the game. Of course there are always improvements that can be made to enhance the player's experience of the game as a whole.

9. The interface of our game will facilitate the realization of the player's desire to assume virtually complete control over the game play, keeping realism and available resources in mind. 

10. Our interface won't require much thought, but the player will benefit by learning the simple navigation throughout the interface. We will try and make the interface as natural as possible to promote seamless integration into the game.

11. Our game interface will be as simplistic and intuitive, and therefore, natural, as possible. If it were possible to use an actual joystick, whenever the character was attacked, we could make use of the vibration function of most controllers manufactured now for consoles. Also, when the character's health that has been diminished to the point where the character is near death, we could introduce a hazy affect to the camera to simulate the loss of vision and transition into unconsciousness until the character actually dies or regains health through a health pack, in which the haziness would clear up.

12. Our game will have many consistent instances of feedback. For instance, when the player comes to the door of a vehicle to drive to help him more quickly navigate the island, there will be a pop up on the screen telling the player what to press to enter the car and, after entering the car, on-screen directions on how to drive the vehicle. Also, when the player comes to a door or window that can be broken, or a door than can be opened, the interface will present a similar pop up stating which button to press to execute the respective actions. All of this helps the player in accomplishing the main goal of the game in retrieving the character's father.

13. The feedback in our game is continuous. Virtually every situation experienced and decision made in the game has a consequence, and these consequences are generally represented in the interface.

14. Basically, interface modes introduce the concept of remapping a specific control from one function to another, based on the specific parameters and situations in the game. Our game may have multiple modes, however we will try to implement as few as possible, so as to keep the game play as simple as possible.

Weekly Contribution(s): Discussed Game Notes document, downloaded items from Blendswap, looked for pictures and inspiration for poster.

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