How
inclusive are they for differently able-bodied players, do they make
assumptions about the player’s body-type or exclude those with certain
disabilities?
For many years, the game industry has been
advocating play for people with different physical conditions and disabilities
to enjoy video games on an equal footing. EA's old football game series FIFA13
made a very good example for this role. A mouse that controlled the whole game
made it possible for many people with disabilities and suffering from movement
disorders to enjoy the game, and for EA this football game meant that so many
disabled people could play the game with just one hand.
Not only that, a high degree of custom key
settings, colour settings and high-contrast menu screen gave "FIFA
13" different degrees of bonus and reward, but the real decisive feature
is the ability to adjust the AI opponent's reaction speed and overall Game
speed.
How
does the meaning of your games change when they are played competitively or by
a speed-runner?
Speed Runners are easy-to-find casual
games, but its tagged multiplayer racing and athleticism suggest that it`s
still a competitive game.
In this game four players or AI are in a
map race, once a player is knocked out or left behind the other players
continue, but the screen border will become smaller and smaller, which will
makes the race faster and faster. Up to a point when there are only 3 or less
players left to continue the game. As each map is an infinite loop path, each
player has to knock out or lose the other players to be the final winner of
this race. Backward heroes will use everything at their disposal in order to
run faster or impede others progress. The player with the greatest attitude
will dominate the game. The Athletic mode will allow players to the purpose the
game in other words to understand it and to allow more practice, and in Game
mode you can expand this point. When winning there will be a greater sense of
accomplishment, fast-paced game requires players to maintain a high degree of
concentration and speed.
Write
a couple of paragraphs on what skills or knowledge these games might teach you,
or might be used to demonstrate:
How
transferrable are these skills/information?
In the competitive game market, the game's
set of skills and information are relatively fixed, such as in LOL, each hero's
skills, attributes, also the "wild monsters" refresh time, as well as
the location of the map's resources are all determined. This is so to take the
advantage and to highlight the player's technical and psychological skills as
inthe traditional game ofchess, the most determined creates and
makeschanges using spontaneous but well
thought out tactics.
LOL in the overall strategic positioning is
aimed an easy to read, easy to understand, and easy to use features (which also
laid the status of its industry). This game after the duel can really focus on
individual game technology (the bigger picture, fight on line, etc.).
Therefore, even if the transparency of information it has always been a design
worthy of its pursuit of a piece, but also occasionally one has to abandon the
situation, especially when it comes to the core play. At this time ,some relatively
uncertain information has become the focus of this contest. Such as players in
the other field of vision in time, who can better grasp the battlefield trends
and develop good coping strategies that will be able to account for the
initiative.
In the non-competitive adventure game, the
uncertainty is part of the fun of the game, so such as inFinal Fantasy, weather damage, skill effects
or access to items have a very large random effect which will encourage players
to extend the game time because of some of the included items, so players will
enjoy it when they`ve played a perfect combo.
What
kind of world-view does your game encourage, how might it make you see things
differently?
LOL encourages a worldview of magic and
technology combined. This is a very broad set of free world views. Almost all
players in the game can find their favorite characters and story settings. When
players face more freedom of choice, they can choose their own role and achieve
a greater enthusiasm for the game, as this is a MOBA game it has a non- game
over characteristic.
Final Fantasy encourages a fully defined
world view, so that the story it presents to the players will give more
affinity, so that players will want to see what happens next, which is focused
on the story of the games needs.
How
transparent is the game about the ways it manipulates the player?
The impact of transparency is everywhere.
In the visual, in the game, in the design, in the arts, as well as the
synthesis of these areas are reflected in the product. In LOL, the transparency
of play is basically the information availability and deliberate confusion of
information linked.
Personal skills are a complex blend of
skills, but in LOL, which we all agree that the core components, including the
use of mechanisms to determine the situation and understanding of the game.
Most of these skills are in the different maps, models, and the common between
the heroes. Of course, the game also clearly shows parts of the experience in
the abandoned skills test, such as multi-unit micro-operation, the use of the stereotypes
/ templates, as well as notes running account.
In Final Fantasy, the information is only
revealed the necessary part is able to make the players focus on the experience
of the plot and the charm of the characters, and increase the fun of players to
explore. The difference is that LOL’s each launch an update, because you want
to win, so will be studied in detail, and the final fantasy players do not
necessarily go online to see the Raiders, but would like to experience the game
on their own.
Of course, you can assume that the
ambiguous spell particle effects can be tricky for the game, but this
contradicts the core idea of the information transparency concept described at
the beginning. The game should not deceive the player, but should be the player
to deceive the player.
How
would you scare a player with a mechanic in an ordinary everyday context?
I thought about how to create a shock effect for the player. Take
Pokémon Go, as an example. Players need to walk around their local environment
and capture a Pokémon; this is a very easy day-to-day game, so the players will
not be prepared for a scary situation. Then they have to focus on the process
of capturing a Pokémon. Suddenly BGM switches to the Lavender Town’s BGM where
it is full of supernatural events taking place, and where the real identity of
the evil Pokémon is revealed bringing a shock factor to players. The mechanics
trigger the events and the conditions are random and without notice, it will
only trigger when player is concentrating.
As in many horror games, they always try to
focus on the players so that their breathe, gets taken away in shock. But in
itself is a just horror game, players will be fully prepared for such events,
so the shock effect would be somewhat anticipated. For example, in 'Resident
Evil 'zombies became a popular
adversary in this game and in the core players’ mind there isnot so much of a terror atmosphere, as it
turned out witha lot more kill and
humor, such as Lollipop chainsaw, Plants vs Zombies etc...
How would you create a ‘ludic’
joke? Sketch out a concept for an in-game joke involving mechanics, assets or
self-referential humour.
When we talk about the ludic joke in games,
people will think of the mouse meeting in Dooms, Silent Hill’s alien ending,
Diablo’s cows levels, the strange weapons of Monster hunter etc.
In my game design, I want to take the
Assassin's Creed series as the background, add a new ending for the game. The
story continues, the protagonist wakes up and finds himself in the office but
earlier in his dream he was an assassin creed and finally understand what he
wants to do. His last mission is to leave his resignation report, and depart
the office.
What are the basic
assumptions behind your indi dev video game? What world view does it suggest?
In the sketch of my
indi dev video game, I want to describe an unreal world for player experiencing
my game. There are two kinds of
background design in normal games. A kind is based on real world, like
Commander and Conquer, Age of Empire etc.. Another kind is unreal fantasy
background design, like StarCraft, Heroes of Might and Magic etc.
Players can easily
accept the game world design and quickly experience the game core of tactics.
But in the other hand, the similar background of them and too much ruled by
real world will make the game’s setting same as others, like Deja-vu. Although there is a great world
design, it is hard for impressing players. And after playing this game, they
can only remember some simple things just like “Mario slave the Princess.” Because the reasons of their
fighting are only terrorist organization (Ace Combat), war between countries
(Total war) and crime (Delta Force), and all happened in earth.
The unreal background
design will cost many time of players into the game world. But the good side is
players will like game stories and willing to talk about them. For example,
Warcraft, at first the battle story between human and orc is from Warhammer, but
they developed their own game world from it. It even made a good base for the
famous MMORPG World of Warcraft.
How would you subvert or pastiche a
famous strategy/sim game?
In 2008, EA's MAXIS Studio published a highly
focused sim game named Spore. The game allows players to control a spore, so
that it evolved from a single cell to the wisdom of life, and then space
exploration. It attracted a lot of attention with its unusual theme. But the
simple gameplay also made players feel bored after playing a moment. The sell
point is creation and open, but it will not be so especially in game market
now.
I will try to change it in some places,
include:
1, Add more scientific evolution system, so the
natural environment will give players more feedback for evolution limit.
2, Focus on the survival and creation elements,
so that players will pay more time in game and more interesting. (Minecraft)
3, more evolutionary and technological choices,
we can give up the microorganism period, and start game with choose a base type
of animals to evolve. So that players will not waste too much time in the
boring of big fish eat small fish.
4, more technology and diplomacy options
(Civilization Series)
Length of time to play the game : About 4 hours (about 5-8 min per stage)
Quick overview of the game : A civilisation set in a
planets wasteland .The main Character lived in Piatou city (an Dystopia world).
She is a detective on a journey, one day she gets a phone call about a new
assignment. She has to immediately return home and quickly immerse herself into
solving problems and get involved in her case. [Unicursal] Category that the game fits into :
Horizontal version scroll game
ACT game
Parkour game
Puzzle game
RPG List of contents:
4 controller characters
8 levels
32 stages Images of the game:
Sample of one turn or round of play: Some reasons on why this game will sell:
- Fast and easy to learn and play.
- Science Wasteland fiction style.
- Intelligence develop
- Smooth movement and a good sense of
combat. [Replayability]
When you have
an idea, take a look at the existing market. What similar products are out
there? What is their value proposition? How would you do it differently or,
even more important, better?
There are some games similar to my game: Megaman, Grilsyndrome and Sonic, they all have different ways to play as well. They focus on interactivity for players giving them control , and immediate pleasure in the game. I would incorporate some of these ideas into my game. E.g. a touching story,an excellent hit feel, and good rhythm. I would remove any redundant parts so not to make the game feel tedious. Also I would introduce some intriguing and interesting play modes in the game.
Game Xuan-yuan Sword2 Game Street Fighter5 From game Pal5
This is an action game of a modern city with a
Chinese martial arts style. It could be a fantasy design combined with
Kung Fu. As in the Chinese Paladin series where you play a knight to live the
life and beat evil. Or like the series of Sengouku Musou to descript famous
stories from a certain Chinese period. In this Theme park, players can play any character. The most important
things are that the leading players can experience the world full of Chinese
style. For example, the backgrounds are drawn depicting Chinese ink painting.
Chinese classical music will be added to the game with atmospheric winds
effects along with some animal movement with realistic sound effects. The
sounds will increase or fade depending on distance and
perspective. When players arrived at a new scene the screen will lock and
a cryptic poem will give information about the games fables. The special
effects also using ink line paintings to keep the same style will give
players insight into the mysterious eastern world.
This work will
not use old stories of China because it will be set in a modern city. Assuming
that the Chinese Paladins have not all disappeared, I will try to see how their
skills can be integrated into a modern roll. I will give a modern
interpretation for them in this game with a `Paladin `based theme. I must give careful
thought about the aim, the style, and form.
Controversial theme parks: what can’t theme
parks do? Remembering traumas/can a park or a game be documentary? If so how?
Theme park is the platform for game expression. Because so many
games are created fresh innovations are needed to attract players. Some topics
are given more and more performance opportunities, while some of the other
themes should be restricted or
even banned.
Egregious description of the current political, or religious or
racial discrimination issues should be added to the blacklist. For example a
guilty theme game Grand Theft Auto 5 is not allowed to be publishing in some
countries. These controversial comments had been mentioned in BBC-NEWs and The
Huffington Post:
‘Two Australian retail chains have
removed video game Grand Theft Auto V from sale in its stores, following
complaints about the depiction of violence towards women. Target and Kmart
stores pulled the game after a petition launched by three female survivors of
violence gained more than 40,000 signatures. Target said the decision "was
in line with the majority view of customers"......"It's a game that
encourages players to murder women for entertainment. The incentive is to
commit sexual violence against women, then abuse or kill them to proceed or get
'health' points," the petition reads. "To see this violence that we
lived through turned into a form of entertainment is sickening and causes us
great pain and harm."......"This game may allow you to kill, hurt,
bash and shoot anyone not just females and this game should be on the shelves
all over the country. It's made for adults not children, we have the right to
buy games despite their content," said Brett Herbert, who launched the
petition. ’
‘Customer feedback: Jim Cooper, general
manager of corporate affairs at Target, said that the decision to withdraw the
game had not been taken lightly......"We've also had customer feedback in
support of us selling the game, and we respect their perspective on the issue.
"However, we feel the decision to stop selling GTA 5 is in line with the
majority view of our customers." Target Australia posted on its Facebook
page the news it was withdrawing the game and immediately received thousands of
comments, many of them criticising the decision.’
‘If Cambodia, India, or Nigeria
produced such a video game, there would be global outrage. It would serve as
unequivocal evidence of their misogynistic cultures in which women and girls
are systemically raped and murdered with impunity. We would critique the ways
in which their cultures and values are organized around the normalization of
gendered violence.’
Although there are a lot of games claiming they have a shocking
level visual effect, publishers also usually use these elements to promote.
Seriously, these works still need to be better. Some game designers are more
focused on the reality of human suffering to expand the game, but missing the
opportunity to create an amazing world as before.
------
If certain types of game use a documentary form, I’m not sure if it
will be interesting enough for some players. Will some interactivity be lost
will it be less fun to play? Because history has been recorded, it can’t be
changed. I searched for some documentary games. In `the Steam` it looks like a
documentary / movie combination with little audience interaction.
I spent some time thinking, if I wanted to design the same type of
game, then how would I give this game some different meaning? Maybe as a
documentary it could be made more educational? If so, I think I can use the VR
technology to allow players to, let’s say experience a period in history.
In fact, this concept has been mentioned in a children animation
called 'Doraemon: Nobita and the birth of Japan'. This film talks about Nobita
(main character) with his friend go back to Japan's creation for an adventure
to learn about life 7000 years ago. This film was the highest grossing asian
film (achieving ¥4.12 billion) with 4.2 billion people watching in fact the
biggest in animation movie history.
According to the above data, we can understand why this popularity
is very desirable to the film industry. Although we may experience beyond
historical sense in this animation, I think the existence of the documentary is
to give people a truth about something which is not always known .Whatever is
done will be good if people get the truth and understand the history.
This is a wasteland of planet civilization. A city named Piatou, it is an Dystopia world. Heroine is a detective in journey, One day she received a mission, now she must back home for solving problems and get involved in disputes. Game stories combined with urban legends, players will feel this story as RPG. [Unicursal]
There are 4 controller characters, but player need to unlock each one after clear game. This will help player to know the relationship and legends of these characters[Puzzle and RPG elements]. In free mode, players can play any character in any stage, but they need to unlock stages and characters in story mode (1P can not change character in story mode.).
Players can experience the fun of combat and exploration; according main & sup mission (fixed checkpoint and trigger), buying in shop (after a stage) and interaction with non-controllable characters (ACT&RPG elements).
❏ Narrative: Tell story in a form of unicursal maze. There are tips to help players in game process.
❏ Systems : Horizontal version scroll RPG ACT game。
❏Community and social integration : Multiplayer mode.
❏Currencies, metrics and IAP : Game clear, do puzzles, high scores.
❏Post release content and support: The story of urban legends, UE4
==================================================================
Information & MoodBoards:
Main Characters:
在角色设定上,游戏的第一主角我试图让她成为一个帅气,不拘小节又拥有一定战斗技能的人。她的行动非常敏捷。战斗方式想突出用短刀的帅气潇洒,在性格上开朗,自我意识强烈,短发很适合她的气质。
When I design the first protagonist, I tried to make she is looks cool and informal person, her action very quick with some fighting skills. Short hair and dagger is very suitable for her temperament.
Clothing:
主角是一个侦探,我们参考了一些废土,侦探以及朋克的元素在服装设计上。让人一看就有侦探感觉的披肩,废土的物尽其用,以及朋克主题,他们之间有很多共通的地方。
Because she is a detective. I refer to the elements of detective, wasteland, and punk style for her clothes design. I found there are many similar design on these styles, and they are good for the story background as well.
Environments & Places:
世界观设定是星际文明和废土,游戏的主要区域在城市内,所以既可以看到先进的未来文明也而已发现随处可见的断壁残垣。游戏界面采用2D的风格化设计,所以会有很多象征性的符号可以用来表达世界观而不必担心陷入恐怖谷理论之中。
I will use 2D interface for making the game, there are a lot of Symbolic items can be used to express the world. The world combined with planet civilization and wasteland, so we can see the technology and dust everywhere.
武器和物品方面,合金弹头给我提供了一个很好的学习范例,既有带来爽快感的先进军火,又无处不带着一种破败的感觉。而且恰当地使用特效以及技能又使得画面既热闹又不拥挤。我也将努力尝试调和科技与废土,特效与画面这两者之间的协调性。
Metal Slug give me a good sample in studying how to design weapon and items. Not only take player an exciting feeling, also a show a run-down world. The attack effects make game excited. I tried to learn the technology and wasteland elements, effects with screen.
I chose future and mechanical punk elements to design UI.
About the storyline, I would like to show player the character portrait when they are talking.
A classical horizontal interface will be used for select character.
Fighting area will be the main area of game like other ACT games.
Colour tone & Mood:
A mystery feeling around, this world is full of fantasy and black humor. So I decide using above atmosphere to choose colour.
Light colour and relaxed of the city technology area, dark colour and violent of the dusty area. Basically, each level is to remain its own atmosphere of colour.
Controls & Actions:
控制方面,我认为传统的动作游戏操作方式会让玩家感到亲切,所以采用了前后左右(摇杆)以及重攻击,轻攻击,跳跃,道具/互动这样的操作方式,和其他动作游戏类似,复合使用也会打出爽快的练级。
I think classical act controlling way can let players easy to play. So there are not big change from other action games.
Main story (fixed checkpoint), sup story (fixed trigger way), shopping in market (after clear a stage) and non-controllable characters' communication is the main interactive performance.
❏ Visual : 2D平面 2D flat
❏ Mechanics : 打倒敌人,前进,触发剧情,下一个关卡。 Beat enemies, go straight, trig story, next stage
❏ Progression : 完整的游戏流程,因为是同人游戏所以没有介绍故事。Completely game process, No telling story because it is a Doujin game.
❏ Camera : 固定位置 fixed
❏ Additional diagrammatic information : 如上视频。above video
❏Design Diagrams : 如上 images. above images
==================================================================
Levels :
❏ Progression : 以Unicursal Maze的形式来叙述整个游戏故事。在游戏过程中穿插 潜意识/非潜意识的提示帮助玩家进行游戏。Tell story in the form of unicursal mazes. Use tips to help players in the process of game.
❏ Objectives : 八个大关,32个小关,完整介绍游戏故事剧情. 8 levels, 32 stages, completely game story
❏ Environment mechanics :陷阱,栏杆,无法/允许损坏的物品/障碍,台阶,辅助工具。trap, railing, items/obstacles that can/can not be damaged, stages, sup-items
❏ Enemies : 飞车党,无赖,飞碟,变异生物etc motorcycle gangs, villain, UFO, mutants
❏ Events : 主线/非主线剧情,机关。 main/sup stories, traps
❏ Items : 道具,装饰品,补给品,人质。 tools,decorations, supplies, hostages
❏ User experience : 流畅,急速,爽快感。smooth,rapid, combat sense.
We
used some random words to help us think up some new game ideas. We
thought about each title we had 10 minutes to think and then 30seconds to talk
about our ideas .After class had finished we had 10 more ideas for homework.
King of the jungle election:
Audience:
Simulation game players. Platform:
PC, PSV, GBA, 3DS. How would you play it:
Domination simulation. Training of animals, structuring people ,NPC to be a king. (E.g.obtaining skills to build a world.) After the time limit, an election of a new animal king of the jungle would rule in each challenge level of the game. Unique selling point:
Effective traction, players would be dominant in controlling people. No waiting time !! everything would be moving at a fast pace.
Heart of the Leftover Subway Sandwich:
Audience:
Young People. (about 6-18 years old) Platform:
Mobile platform. How would you play it: It's
a fun horror explore game set in the subway. The Sandwich monster is
looking for people to eat (NPC and Players) are like zombies. Players need to
save themselves and leave the subway in any way they can. Unique selling point: It is a game to promote environmental protection i.e
:Waste as in the discarded sandwich. It uses dark humour get people interested
in it. At its finale ,the game sends people a message to learn how to not waste
food and not discard waste.
Academy curriculum arrange jam farewell
Audience:
School students (Children) Platform:
PC, Mobile, 3DS How would you play it: Jam(Jamie)
is so outstanding that his Academy are saddened by his decision to leave. So
they give Jam a special curriculum arrangement before his farewell. Players
must clean the block in map to find useful tools. After cleaning a
stage, players will get a random card from their choice. Unique selling point: Could
satisfied anyone with their obsessive-compulsive disorder. Cleaning block to
find useful tools is compared with some famous types of mini game. It will be a
good way to kill time.
Freedom queen basic dimension factory
Audience:
Girls ( 8-12 years old ) Platform:
PC XBoxone Playstation4 How would you play it: This
is a 2D card game.The queen must lead people to destroy the subversive elements
which are controlling her kingdom. Players use tools to help them get to their
goal. Cards can be combined and upgrade to improve the entertainment of
gameplay. Unique selling point: It's a fight game full of exhilaration and intensity and simple for children.
Potential outfit hit password
Audience:
children (3-6 years old) Platform:
Mobile platform How would you play it: Aliens
have invaded the earth. The player is a skilled hacker who's task is to find
out the passwords or key of Aliens' technology to save the earth. This is a
maths game to help children learn some basic math skills. Unique selling point: It's
for children who want to be heroes and like science fiction will find the
story interesting and then hopefully get to enjoy mathematics.
Automatic offensive coalition's despair verdict
Audience:
6-14 years old Platform:
PC How would you play it:
A brutal empire has thrown its enemies into a hunting ground filled with automatic attack devices. The prisoners need to escape. This is a parkour game, players need to collect keys for the next stage and dodge enemies' attack. Unique selling point:
Simple, funny and challenging. Interesting achievements.
Contemporary black dinner
Audience:
Simulation&cooking game players Platform:
PC Mobile How would you play it: A
wife prepares a lunch for her office worker husband. There are three possible
scores, they are for nutrition, calories and taste. Hamburgers, grilled fish,
pasta correspond to different games. Unique selling point: A
click mini game. Simple and easy to play. Suite players who like cooking and
want a quick fun game.
Tattered gem imperial
Audience:
Busy plarer Platform:
PC PSvita 3DS How would you play it: Gems
crumbling into pieces, players needs to control the bottom of the screen,
shooting at villains. Gem debris needs to be pieced together to form a complete
gem. A complete gem will shine then disappear, faster and then faster until all
have gone and the game is finished. Unique selling point: Match-3
game is a classical type. Paired with good story, music and gameplay
achievements.
Nightmare of island
Audience:
Open game players Platform:
PC XBoxone How would you play it: Player
is castaway on a desert island. players need to explore and build to survive.
Fight and hunt wild animals and demons. Open survival game. Unique selling point:
An arrive game without zombies, Sandbox open game, D&D open story.
Rubbish federation
Audience:
16-22 years old Platform:
PC 3DS How would you play it: Home
Electronics devices which are no longer useful are thrown away . But they join
together and form a league of revenge. Tricky games, players need to control
the different electrical devices to set traps in the house before the time
limit to frighten/tease the homes occupant. Unique selling point: Funny
entertainment game, helps people unwind and relax after busy day.
Stop that ward
Audience:
12-18 years old Platform:
Mobile How would you play it: Similar
to the "whack a mole" type game in which there are ghosts
in the ward, players need to control a nurse to capture the ghost which
appear in the light. There are a total of nine lights. These lights need to be
turned on by players and the ghosts try to turn them off. Unique selling point: Upgrade
the gameplay of “whack a mole”, add RPG mode and explore stories. A fun and
relaxing game for players.
Dawn's machinery culture
Audience:
Simulation game players Platform:
PC How would you play it: Intelligent machinery has become part of society and
people rely on them in this concept. A
social game, the player controls a robot that has been created by
them ,of their own design to run their life in a virtual city, following the
players every command you can also help others or maybe get into some mischief
Etc Unique selling point: An
online communication game. Help people to make new online friends for social
gaming.
killers consciousness bar
Audience:
RPG game players Platform:
PC Mobile How would you play it: Back
ground of this game is set in a Bar .The player plays the leader of a group of
assassins . He appoints a selected killer to perform his murderous tasks.
He explores new ways and methods and trains assassins and even communicate with
other countries, expanding his forces internationally and building his killing
empire. Unique selling point: Accomplishment
of developing an empire. Strange tasks.