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 is not so much of a terror atmosphere, as it turned out with a lot more kill and humor, such as Lollipop chainsaw, Plants vs Zombies etc...
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.
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