week 2 continuation..

Continuation from the previous post..

As you can see, I decided to set up a survey of my game concepts, asking friends and a few course mates. ‘Blind dates’ ended up receiving the most votes. To summarise quickly, the game concept ‘Blind Dates’ is a game in which the ‘Violet’ the main character/player goes on three blind dates arranged by their best friend. The player is in a first-person perspective, similar to other dating simulation games. Whilst going on these dates the player is given choices that end the date in either a good way or bad way and also might effect the overall result within the game giving different endings. I also wanted to feature a key element where I’d add real-life events / experience that have occurred before to the dates.

I personally enjoy games that break the fourth wall and communicate with the players, such as ‘Lacy games’ and ‘Doki Doki Literature Club’, because they give me a feeling that intrigues me about the game while also intimidating me a little, which leads to me becoming more engaged within the game, which is why I’d like something similar to invest the players. One way I thought I could do this is by using the main character ‘violet’ to breach the fourth wall at some point and begin indirectly and directly conveying the player her own feelings about the dates she’s been on and how she knows she’s not really making her own decisions.

In Mondays lecture we discussed about Game spaces and worldbuilding for example :

  • How does the player navigate through the world and how does the world react to the player/players
  • Game worlds can be generated to be infinite forever changing
  • The field of play can constrain and guide the player towards the goal

This workshop activity was a world profile and our task was to fill in the blanks to end up with a immersive storyline. In the end, the story we came up with was fun and to play around with the combinations given.

During Thursday talk with a guest lecture Oguz Orkun Doma. He discussed about how architectural thinking could affect the designs within games and Gameworld breakdown.

Main elements of a game:

  • Valued Outcome
  • Challenge
  • Rules
  • Player interaction

During his talk he mentions a way in which a breakdown of a game , the structures and level design technique and how it could ultimately affect the narrative and the gameplay.

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