Chapter 15
- A goal with no obstacles is not worth pursuing.
When it
comes to games, the player must face some obstacle when reaching his goal. The
designer should ensure that the obstacles are relevant and that they are ones
the player wishes to overcome.
- What is the relationship between the main character and the goal? Why does the character care about it?
The
relationship between the main character and the goal is that he wishes to save
the moon colonies from the invaders. The character cares about it because he is
a lunar native and they are trying to steal their resources.
- What are the obstacles between the character and the goal?
The
obstacles between the character and the goal will be the antagonist astronauts
whom he must fight.
- Do the obstacles gradually increase in difficulty? If yes, how?
Yes, as
the player progresses, the enemies will have increasingly better weapons.
- Great stories often involve the protagonist transforming to overcome the obstacle. Does your protagonist transform?
No.
However, although the protagonist does not transform, the weapons which he uses
will be better as he faces his opponents.
- How is the game world simpler than the real world?
The character
is locked into the x axis, and he can only perform a given set of actions.
- What kind of transcendent power do you give to the player?
The player
does not necessarily have any more special abilities than a human being.
However, his being an astronaut and being in space is something that most real
people have not experienced.
- What is the weirdest element in the game story?
I
personally think that the weirdest element in the game story is the use of
unconventional weapons. The lunar battle takes place unexpectedly and for this
reason, the battling astronauts are not equipped with firearms.
- How do you ensure that the weirdest thing does not confuse or alienate the player?
The
weirdness declared on question 8 was purposely designed that way. By only
giving the player unconventional weapons we have created an original experience
from other games.
- Will the players be interested in the game story? Why?
I think
the player will be interested in the game story because it involves
extraterrestrial elements of aesthetics in combination with a fight for
independence, something most educated Americans can relate to.
Chapter 16
- In what sense does the player have freedom of action? Does the player "feel" free at these times?
The player
is free to explore the lunar level on the x and y axis. The player also has
freedom over his weapon of choice and how he chooses to use that particular
weapon.
- What are the constraints imposed on the players? Do they feel constrained?
The player
can only move on the x and y axis. The game mechanics are designed to work with
2-dimensional physics, for this reason I don’t think the player will feel
constrained. Our goal in constraining the player to the x and y axis is to
ultimately give the player more freedom within the respective boundaries.
- Ideally, what would you like your players to do (lens #72)
Ideally,
we want the player to play with the assortment of objects, and figure out the
different ways of killing enemies with them.
- Can you set constraints to "kind of" force the player to do it?
We will
periodically spawn enemies with different weapons to try to kill the player. If
the player chooses not to kill these enemies, he will likely end up facing
death himself.
- Can you design your interface to "force" the player to do what you (the designer) wish him/her to do?
We are
hoping we can influence the player to perform the desired actions by displaying
enemy warnings and maybe even using sound to command and inform them.
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