Minigame 3 – Activity 6 – Playtest Plan

Capture

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Minigame 3 – Activity 4 – Objects and Rules

1.

  • Playing as a Knight, I will use my “Rusty Sword” to hit the enemies to kill them.

This involves tactics

  • As a player, I will use the character’s boots to jump on the platform to dodge enemies.

This is physics-oriented

  • As a player, I use the “Harpy Helmet” to double jump over the enemy to avoid getting hurt.

This is physics-oriented, but it involves tactics

  • Playing as a Rogue, I will use my “Hermes Boots” to quickly reach the end of the level.

This is mapped to player progression

  • As a player, I will use the character’s legs to walk through the level so I can win the game.

This is physics oriented and mapped to player progression.

2.

The mechanics listed above will appeal to the gaming audience by utilising them in such a way to make the progression consistent, but also keep the flow of the difficulty up. In order to make sure the items don’t overload the player the enemies must be tactfully placed, yet must also be not hard enough to overwhelm the player. The items will make sure that the players will not get overwhelmed yet will be scarce enough to maintain difficulty.

3.

Object Name Object Purpose Object Attributes Relationships
Rusty Sword To defeat enemies ·        Brown coloured

·        Rusty

·        Causes damage

·        Makes enemies pay (their rent)

If the player uses it on an enemy the enemy takes damage equal to the player’s strength stat.
Harpy Helmet To jump higher ·    Green and white coloured

·    Feathers

·    Greek looking

·    Allows the player to double jump

When the player obtains it, the player can then use space to jump again.
Hermes Boots To run faster ·    Golden coloured

·    Wing symbols

·    Increases mobility

·    Makes the player move faster

Upon acquisition the player might actually fall down because I mean, it’s just the boots that go wicked fast, not the player.
Slug Enemy ·    Green coloured

·    Lumbering

·    Slow

·    Not hasty

·    Damages the player

The slug is the main enemy, and will cause the player to slow down to have to vanquish and remove from the level.

Points can be acquired from defeating enemies.

Activity 3: Gameplay & Player Stories

Game Concept Statement

In this 2D side-scrolling brawler game, the player will play the role of multiple characters with their own backstories, unique traits, weapons & abilities. The main goal of this game is to traverse this fantasy medieval world by jumping over environmental hazards and slashing against incoming enemies. In other words, they will face many challenges in the game which are designed to challenge their reflexes and get them to analyze the objects within the level

Seven Player Stories emerged through Gameplay Activities

  1. Playing as a Knight, I will use my “Rusty Sword” to hit the enemies to kill them.
  2. Playing as a Rogue, I will use my “Hermes Boots” to quickly reach the end of the level.
  3. As a player, I will use the character’s legs to walk through the level so I can win the game.
  4. As a player, I will use the character’s legs to walk under the platform to dodge enemies.
  5. As a player, I will use the character’s boots to jump on the platform to dodge enemies.
  6. As a player, I will use the character’s boots to jump over the spikes to avoid getting hurt.
  7. As a player, I use the “Harpy Helmet” to double jump over the enemy to avoid getting hurt.

Three Player Stories Associated with Player Experience Motivations for Gameplay

  1. Sally plays games that have a world with fantasy weapons and enemies. Player story 1 involves gameplay that has a melee combat system and similarly involves to align with the brawler mechanic with the weapons and abilities from the first sentence. This will tap into motivations such as competition and anticipation player experience aspects, which Sally seems to enjoy based on the games that she has played in the past; Warcraft 3 & PlayerUnknown’s Battlegrounds. Moreover, these two are considered to be competitive games.
  1. Sally plays games that have challenging dilemmas. Player story 4 to 7 involves gameplay that has spikes, pitfalls and enemies which similarly involves to align with the environment hazards and enemies mentioned in the first sentence. This will tap into motivations such as reflexes and analyzing player experience aspects, which Sally seems to enjoy based on the challenges she would have faced in her previous played games.
  1. Sally plays games that have clear game objectives. Player story 2 involves gameplay that includes goals for the player to complete which similarly involves to align with the main goal of this game that was explained in the first sentence. This will tap into motivation such as joy and surprise player experience aspects, which Sally seems to enjoyed based on the mobile games she has played before. For example, Pocket Planes’ main goal for the player to manage and grow the airports with the different planes so the planes can take the NPCs to other locations of the world, which in return gives cash to the player.  In other words, Sally finds emotional player experience aspects in trying to complete the overall objective of the game.

Mini Game 3 – Activity 2: Game Look & Feel

Mood board

mood board.png

Style & Mood

The words shown below define the style and the mood of Mini Game 3:

  • Friendly
  • Cute
  • Colorful

Fundamental Shape Structures

Chris Solarski wrote a game article on the website Gamasutra about “The Aesthetics of Game Art and Game Design”, which goes into a lot detail of the psychology of shapes and dynamic composition. The quote below talks about how shapes associate their own aesthetic concepts.

“Aside from the practical benefit of simplification, these shapes have been consistently associated with the following aesthetic concepts throughout art history” (Chris, 2017, para. 9).

These shapes would include:

  • Circle: innocence, youth, energy, femininity
  • Square: maturity, stability, balance, stubbornness
  • Triangle: aggression, masculinity, force

For this mini game project, the environment uses squares which can be interpreted as maturity, stability, balance or stubbornness. Furthermore, the level will follow a harmony path instead of dissonance. Lastly, the characters within the game will be use circles meaning innocence, youth, energy or femininity. Notably, the main character that the player will controls is a female which ties back to the femininity that is associated with circles.

Spatial Dimensions, Size & Boundary of Game World

“Video game worlds are almost always implemented as some sort of simulated physical space. The player moves his avatar in and around this space or manipulates other pieces or characters in it. The physical properties of this space determine a great deal about the gameplay…” (Ernest, 2009, para. 2).

The definitions shown below explains the spatial dimensions, size & boundary of this game world:

  • Spatial dimensions: 2D; the player can run left and right and jump up and down. The player controlled character will not be able to move towards the player (out of the screen) or away from the player (into the screen)
  • Size: small but filled with different level elements to keep the game interesting for the player
  • Boundaries: boundaries (or invisible walls) will be placed at the start and the end of the level to block the player from leaving the level

Game Setting

The words shown below define the game setting of this 2D side-scrolling brawler/platformer:

  • Historical period: medieval with fantasy elements (swords, bows, axes, magic, etc.)
  • Geography: similar world to Earth
  • Location: forest
  • Furnishings/décor: colorful
  • Architecture: ancient, medieval-like

Representation of People & Object

As this game will be set in a medieval world with fantasy elements, the people will be wearing middle ages clothing, which could either be represented as bright or dark (meaning dirty or showing age) garments. On the other hand, the objects will be ancient tools like swords & bows. Importantly, the representations of the people & objects will be cartoony instead of realistic.

Analysis of Target Audience

As for the target audience, this game project will follow the persona of Sally. The reasoning behind this decision, the game look and feel would most likely be appreciated by persona of Sally as they’ve had prior experience in gaming, and usually play games during the week.

References

  1. Ernest, A. (2009, October 2). Fundamentals of Game Design: Game Worlds [Web blog post]. Retrieved from http://www.peachpit.com/articles/article.aspx?p=1398008&seqNum=3
  2. Chris, S. (2017). The Aesthetics of Game Art and Game Design [Web blog post]. Retrieved from http://www.gamasutra.com/view/feature/185676/the_aesthetics_of_game_art_and_.php?print=1

Mini Game 3 – Cycle 3 – Activity 1: Player Experience Goals

Game Player Experience Goal & Favorite Game Ideas

The initials idea for a side-scroller was to have the player face dilemmas that are designed to challenge their reflexes and get them to analyze the objects within the level. In the workshop, the team was tasked to come up with multiple game ideas and then choose two out of that list that we all preferred. Firstly, there was the side-scrolling brawler game, where the player chooses one out of four playable heroes and fight fantastical creatures while also traversing the level by using platforming mechanics. The game is designed around the persona of Sally and the theme is heroism. Secondly, a 2D runner game where the player takes the role of delivery man who uses a skateboard to navigate the world. Furthermore, the player has to quickly reach the end of the level while dodging multiple in-game obstacles. The game is designed around the persona of Brittany and the theme is survival.

PX Goals, Reasoning & Importance

As previously stated, when playing one of these games the player will be challenging their reflexes while trying to find the best way to survive the level by analyzing everything within the scene. Moreover, the reasoning behind these PX goals is to promote joy and surprise when playing the game. For this game, the physical aspects combined with emotional could lead to an entertaining experience as the player will face many challenges during their play-through. Importantly, the player’s experience in a video game is key for it to be successful or not, I believe that these elements can make the game appealing for the targeted audience.              

Minigame 2 – Activity 3

For activity 3 we have to make a game concept statement for the cyclone game we chose, and then make 10 whole player stories to explain the basic aims for the player playing this one game.

Game Concept Statement

A first person game where you have to run around your house securing things, and then you must run to a safe house from a cyclone.

Player Stories

  1. As a player, I want to secure as many things in my house as possible.
  2. As a running person, I want to avoid the objects being thrown from the cyclone.
  3. As an opponent, I want to sabotage the enemy player’s house items.
  4. As a player, I want to use a nail gun to quickly secure objects.
  5. As a character, I want to get to the safe house before the cyclone hits.
  6. As a player, I want a bicycle to get to the safe zone quicker.
  7. As a gamer, I want the highest score by securing as many things as possible.
  8. As a student, I want to see if you do read these instead of just seeing them there.
  9. As an experimenter, I want to find different creative ways of securing objects.
  10. As a logical player, I want to see objects interacting in a sensible way.

Activity 5 – Interactivity

Challenge 1 – Objective on the other side of the obstacle

What choices are available to the player?

  1. Run straight to the objective
  2. Avoid the obstacle to get to the objective
  3. Go to a different objective
  4. Return to this objective at a different time

How does the game convey choice through the interface?

  1. Shows the time until the tornado reaches the town
  2. Shows the remaining hp of the player
  3. Shows the remaining objectives

For each choice, what actions are available to the player?

  1. Get the objectives
  2. Finish

How do rules that dedicate system response respond to these actions?

  1. Moving/creating new obstacles

What feedback is provided to the player?

  1. The final score
  2. The final time
  3. ‘You Win’
  4. ‘You Died’