Tuesday, September 29, 2020

Forum 5

 Types of Players:

The Strategist: People who like strategy games like Chess and Risk would enjoy our game because they are similar and have strategic aspects that help when it comes to winning the game.

The Competitor: People who like competitive games would like our game because it is essentially a 1v1 until one person is left with a standing base. There is combat involved which also adds to the game's competitive elements.

The Director: People that like to take control of the battlefield in games would enjoy our game because its all about territorial control. In our game, the player is required to move units onto the resource tiles in order to gain resources. being able to control all resource tiles would be hard at first, but for someone who loves these types of games; it might be easier for them.

Formal Elements

Conflict: One way to improve on the conflict would be to add a challenge tile of sorts so that when a player moves a unit onto it the terrain of the map would change adding new obstacles, changing the placement of the resource tiles, and potentially destroying units depending on how the map changes.

Resources: I think we could change the number of resources earned per tile to increase the play speed of the game and also so it is easier to make more units for conflict.

Units: I think we could adjust the cost and number of moves each unit has to make gameplay smoother. I also think that adding a fourth unit that costs more than the rest might be a good idea in addition to the mech already in the game.

Direct Elements:

Economy: Money is important in our game because you need it in order to build units and building units is essential to defending and attacking. In our game, the player earns one gold per resource tile that the player has a unit on. So if player 1 has three resources tiles under his control at the end of his turn that player earns three gold when his turn is over.

Health: This is another important aspect in our game because once the player's base runs out of health the game is over. Keeping the player's base alive and healthy is essential in order to win. Both of these elements mentioned so far go hand in hand with one another. Resources = Units; Units = Defense/Offense; Defence/Offense = Healthy Base.

Challenge: The ultimate challenge of our game is to build the mech and beat the opponent. the players can obviously win without building the mech, but building the mech is a challenge within itself. The player must control specific mech resource tiles and gain three separate parts from doing so in order to build the mech itself.


Monday, August 31, 2020

Continuation of the 10 Points of Design

10 Points of Design

Fun - A game needs to be fun in order for it to be playable; and I mean it in terms of how long the game will stay fun. Because you could get into a game, have fun for a bit, and then never touch it again. For me, the fun is about how long it will stay fun.


Story - Games have to have a good story and good indicators on where to go for that said story. For example, Skyrim, Borderlands 2, Star Wars The Old Republic, and Star Wars: Jedi Fallen Order all have fantastic stories.


Space - I typically enjoy games with large maps and multiple things to do which is why I love Skyrim and Borderlands 2. However, the map can't be too big or I feel overwhelmed and like I'm never going to finish the game.


Interactivity - I really love games that have decision-based stories. I think these games are the best because you can go back and play them and have a completely different outcome towards the end than the last time you played.


Win/loss state - I don't typically play many competitive games except for League of Legends and I can tell you right now; nothing feels better than a comeback victory in a 35 min+ game of League. Losing sucks, but winning is great.


Aesthetics - A game has to look good in order to play it. I understand when playing older games the graphics won't be the best, but for newer games, EVERYTHING has to look good, because that's what consumers want. :)

 

Rules - Rules are important in games because they define what the players can and cannot do. Rules also give all players an even playing field so other players do not have an advantage.


Mechanics - A game needs to have good mechanics that are easy for players to learn and use. On top of that, they need to be swift and fluid motions that look good for the player.


Time - The amount of time it takes to complete a game is important because people have lives and can't spend their days playing one game until it is complete. With that being said, games with a lot of gameplay are not always bad, it just depends on how you make the player feel with that much gameplay. This ties back into my thing about space; if there is too much I could feel overwhelmed to even finish it.


Characters -  When playing a game you want the player to feel connected with his/her character. This is important for the player because if the player doe not feel connected with their character than what is even the point of playing the game?


Everyday Experience Turned Into a Game

    For this game, I was thinking of a driving simulator type game where you earn points the more you drive, but are rewarded more for safe driving.

    The way I envision it is like just an everyday standard drive with traffic and everything, but you earn rewards and milestones for driving certain distances, abiding by the rules of the road, using turn signals, and all that good stuff. Obviously breaking the rules of the road will result in negative points and too many negative points could reflect on your driving skills IRL and could potentially affect your license i.e. points added to your license or even a suspension. 

Life Skills Summit

 Prototype Map & Rules Bruce Berman     The meeting that I attended was that of Bruce Berman who was a producer for Nickelodeon shows li...