Sunday, November 3, 2013

Homework #11





Chapter 15

  1. 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.
  1. 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.
  1. 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.
  1. Do the obstacles gradually increase in difficulty? If yes, how?
The obstacles gradually increase in difficulty through the typing challenges and other various aspects. 
  1. 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.
  1. 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.
  1. 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.
  1. 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.
  1. How do you ensure that the weirdest thing does not confuse or alienate the player? 
It probably will not realistically.
  1. Will the players be interested in the game story? Why? 
Probably not, the game is not very story driven.

Chapter 16
  1. 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.
  1. 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.
  1. 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.
  1. 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.
  1. 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.