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.
Reflection for the Week 8 submission of the second minigame development cycle.
1 – Player stories and player goals, I find, do not assist me in the development of the game in anyway, really, they were churned out at my great displeasure, and forgotten about immediately. The biggest thing that I found aiding me in the creation of my game prototype was the narrowing down of ideas in needing to choose a ‘local news story’. The ideas forming around the need to run from a cyclone, aided incredibly in the development of the basics of my own prototype.
2 – Not much was learned about the other majors, specifically because we had to develop individual prototypes on our own. From what we’ve discussed in class however, having someone available to teach Unity is incredibly valuable.
3 – The most satisfying part of developing the game prototype was figuring out how exactly to make the boxes push the player around, using RigidBodies to make those physics objects tumble around is incredibly satisfying.
4 – I mean, there are plenty of ‘sensitivity’ conundrums to developing a game based on current events, especially considering the presence of such news stories such as, “4 Police Officers Decapitated”, and “14 Die in Night Club Shooting”. It might be very insensitive to design a game based on something like this.
Activity 8 – Reflection
Professional Development and practice
How well your skills matched the tasks required?
My skills matched well due to my past experience that was detailed in the previous project.
What kind of knowledge and kills did you have to develop?
Furthering my Unity knowledge was the largest part of this project. However, at the end of the project period, I lost my work because i had a hard drive failure and was unaware of the cloud feature.
Working in a team
How you managed communication with your team?
Even though life threw its problems and surprises my way each week, I tried to make to as many of the workshops as I could. The other 2 members of my group put in the hard yards of coming up with the initial ideas and planning for the game because i was unfortunate enough not to be able to make it on the first week of this development
The effectiveness of your work habits?
To be honest, I have poor work habits. I usually put leisure before uni work, however, I did try my best to work on this piece of assessment as much as possible. I have a much greater mentality when working in a group however because I have people relying on me and I am not the type of person who enjoys dragging others down due to my laziness.
How the product you’ve created might enhance quality of life?
Just like almost every game ever, this game can help improve fine motor skills such as coordination. You need to be quick with your movements in this game so you end up learning to react quickly to what is happening in front of you. A small game like this can also improve happiness. It can do this by adding a small amount of competition with friends that you can play against. It can also be a good way to relieve stress and anger.
Justin Vander Walt
Information gained via watching the testers:
- This is a type of game that is better suited for play with a controller
- The end goal wasn’t clearly defined
- I was asked a couple times what it was
- Testers were able to just start playing without having to look up controls
- Even though there isn’t much UI, the testers were able to navigate it easily
Gameplay Scores Rate/10
- Game Difficulty(Game Balance)
- Game Difficulty(Game Balance)
- Game Difficulty(Game Balance)
Good game idea
Very stressful and enjoyable
Easy controls and layout
Similar to other games so general idea is pre known
End result isn’t well known until you finish/lose
Good different concept
Like the improvements on games like crazy taxi
Similar controls to old arcade games so easily picked up
The type of movement is much more suited to using an analog controller
Interesting concept. Could have a lot more stuff added though. It’s just missing something.
Very easily picked up and played the first time
Other than things that would be improved with time, the addition of something extra would make the game more interesting. Like power ups like time stop or extra speed.
They all mentioned that smoother animations and better graphics would vastly improve the game, however, they did understand the level of skill and time I had.
- Add controller compatibility
- With the free movement it would feel better being able to play with an analog controller
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.
- As a player, I want to secure as many things in my house as possible.
- As a running person, I want to avoid the objects being thrown from the cyclone.
- As an opponent, I want to sabotage the enemy player’s house items.
- As a player, I want to use a nail gun to quickly secure objects.
- As a character, I want to get to the safe house before the cyclone hits.
- As a player, I want a bicycle to get to the safe zone quicker.
- As a gamer, I want the highest score by securing as many things as possible.
- As a student, I want to see if you do read these instead of just seeing them there.
- As an experimenter, I want to find different creative ways of securing objects.
- As a logical player, I want to see objects interacting in a sensible way.
Challenge 1 – Objective on the other side of the obstacle
What choices are available to the player?
- Run straight to the objective
- Avoid the obstacle to get to the objective
- Go to a different objective
- Return to this objective at a different time
How does the game convey choice through the interface?
- Shows the time until the tornado reaches the town
- Shows the remaining hp of the player
- Shows the remaining objectives
For each choice, what actions are available to the player?
- Get the objectives
How do rules that dedicate system response respond to these actions?
- Moving/creating new obstacles
What feedback is provided to the player?
- The final score
- The final time
- ‘You Win’
- ‘You Died’