The 12 types of balance are important factors in deciding
the equilibrium of games. Our game has many balanced as well as unbalanced
aspects which create defining characteristics.
The game will be symmetrical in regards to the enemies
having the same abilities as you. However since you will be generally fighting
more than one enemy, the game also contains asymmetrical factors.
As the player progresses throughout the game, the level of
difficulty will progressively increase. The enemies will have better and more
effective weapons as you move along. There will only be one difficulty in the
game. The challenge of the game will be dependent on how you kill enemies.
The meaningful choices of the game generally consist of what
weapon you chose and how you use that weapon. The player will also be given a
slight amount of freedom in regards to where he can go, but the mission goal is
at the end of the level
Since our game is not point based, there isn’t really any
triangularity in it. However, since triangularity is an important aspect of
game balance, we might implement it later into the game. One way could be by
adding a point system to kill types. Every weapon will have a melee and a
throwing attack. We could possibly give the player more points based on the
type of attack, how far his kill was, and the distance of his throw.
Our game is mainly skill based. The only real elements of
chance would come from unfamiliarity with the game. If you have never played a
level before, the spawning of enemies and layout of the level will be random. A
first-time player might make a risky choice based on his unknowingness of his environment.
Although our game will be mainly dexterity based, there are
also intellectual challenges. For example throwing a weapon will require the
player to perform some physics calculations in order to predict its trajectory.
As far as puzzle solving, the game doesn’t really have any.
Our game is completely competitive. As of now, there are no
aspects of cooperation in our game.
Our game will be fairly short. However since our game is
level based, the length of the game will ultimately be dependent on the amount
of levels we make. The game length will also be affected by how many times the
player die, since he will be respawned at an earlier location.
The player will be rewarded in a variety of different ways.
Every kill will reward the player with amusing space animations as well as the
option to pick up whatever weapon the enemy was using.
The player will be punished every time he dies by having to
restart the level. This will create the fear of death.
The player will mainly have complete control over his
character. He will decide the main choices such as where to go and what weapons
to use, but must eventually reach the end of the level.
Our goal is to make our game easy to pickup but hard to
master. The simplicity stems from the ease of control, and 2-d platformer
setup.
The elegance of the game stems from the many ways to kill
enemies. Our game will contain many different weapons, each with their own
perks, and each with their own melee and distance attack.
I think the game’s astronaut deathmatch style will get
players excited.
Since the main character is impersonal, it gives players
imaginative freedom in defining his character and background. The moon will be
the most detailed part of the game.