Chapter 15
- A goal with no obstacles is not worth pursuing.
I believe
that this claim can be very true but at the same time I believe that there are
goals that might work fine with either a limited number of obstacles or no
obstacles at all.
- What is the relationship between the main character and the goal? Why does the character care about it?
The
character should care about the main goal, but in many ways in our game the
journey is probably more important than the overall goal because that is what
makes up the experience.
- What are the obstacles between the character and the goal?
Some
obstacles between the player and the goal include office workers, computer
terminals, and enemy agents.
- Do the obstacles gradually increase in difficulty? If yes, how?
The
obstacles gradually increase in difficulty through the typing challenges and
other various aspects.
- Great stories often involve the protagonist transforming to overcome the obstacle. Does your protagonist transform?
Probably
not that much for this game due to the shortness of it.
- How is the game world simpler than the real world?
This game
world is simpler in terms of dimensional space and objectives. There is basically “one” way to play this
game that we are working on in “one” area space making it simpler in many
respects.
- What kind of transcendent power do you give to the player?
No
transcendent powers here, just the license to kill and transcendent powers of gunpowder
firing projectiles.
- What is the weirdest element in the game story?
The
weirdest element would probably be the unknown organization that you are
basically trying to take down.
- How do you ensure that the weirdest thing does not confuse or alienate the player?
It
probably will not realistically.
- Will the players be interested in the game story? Why?
Probably not, the game is not very story driven.
Chapter 16
- In what sense does the player have freedom of action? Does the player "feel" free at these times?
The player
decides where and when to use his weapons and where he moves. The player, though he has objects should feel
relatively free at those times.
- What are the constraints imposed on the players? Do they feel constrained?
Some
constraints are magazine size and building walls. There is one way to play the level and go
through. They may feel constrained, but
it probably will not be that big of a deal.
- Ideally, what would you like your players to do (lens #72)
Complete
mission objectives, have fun, and feel like they are not just wasting their
time.
- Can you set constraints to "kind of" force the player to do it?
Absolutely
in some instances, but kind of summarizes the idea, a constraint is a
constraint.
- Can you design your interface to "force" the player to do what you (the designer) wish him/her to do?
Yes,
ideally. You would have to do it in a
cool way though, then the player would not even care.