Initial player experience goals:

Based on the player experiences that we saw in the example first person games, our initial player experience goals were:

  • Analysing and predicting to the environment/enemies
  • Exploring/interacting with the environment
  • Competition encouraged by a scoring system

Two favourite game ideas:

The two favourite game ideas that we came up with, based on current affairs were:

  • A game based on the idea that automation has completely overtaken many jobs. The player is in an office, and has to compete against the robots to complete work, based on the rise of automation such as driverless cars.
  • 82 seconds of hell, a game where you have to survive in an arena in hell for 82 seconds, based on the title of a news article. (SHOOTER, style: simple)

Player Experience Goals for minigame 2:

  • Exploring and interacting with the environment to complete set goals.
  • Relying on reflexes, accuracy, and other physical traits to avoid and attack enemies.
  • Competing against other players, and yourself, for a spot on a scoreboard.

Reasoning behind the decision:

These PX goals allow for us to create a small, simple game, which is still addictive as players will keep trying to get a better score. However, this idea of competition limits us to a more traditional first person game, where the player is trying to complete some type of goal/objective as fast or as well as possible, rather than creating something like a walking simulator. Having a balance between engaging in combat, while also trying to complete certain tasks provides some form of depth to the game, even if the tasks, and the combat, is very simple.

Types of PX:

  • Visual Processing
  • Reflexes
  • Competition
  • Reflexes
  • Accuracy
  • Predicting
  • Analysing
  • Experimenting

Why PX of this nature?:

PX of this nature provides an experience where the player is mentally and physically challenged, in a competition against themselves or other players, which is the core idea behind our game.

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