Lens 23: The Lens of Emergence
1. How many verbs do my players have?
Players will have a wide spectrum of actions that they can
commit. From a basic punch to breathing fire.
2.How many objects can each verb act on?
Each action has an effect on the character that the player
is playing as. Actions also have effects on enemy A.I (which there will be any different types).
Actions can also affect certain objects in the area such as boxes or stones
(Again, there will be any different types)
3.How Many ways can players achieve their goals?
The main goal of the game is to kill enemies and level up
your character. Though this is simple enough, certain choices such as which
path you take and were you place your allegiances will unlock missions and enemies that you
otherwise might have never run into.
4. How many subjects do the players control?
The player will be in control of one character. Although the
character can pick up and interact with some environment and enemies.
5. How do side effects change constraints?
They don’t / won't.
Lens 29: The Lens of Chance
1. What in my game is truly random? What parts just feel
random?
Enemies will randomly spawn so that no two play through are
the same when it comes to enemy quantity and quality. The various paths that will be presented to
the player will feel random, but of course will be pre planned.
2.Does the randomness give the players positive feelings of
excitement and challenge, or des it give them negative feelings of hopelessness
and lack of control?
The
randomness of enemy spawns can work against the player but it can also work in
favor of the player. Or it can be right in the middle of those. We want true
randomness when it comes to enemy spawns.
3.Would changing my probability distribution curves improve
my game?
Yes. If you make it less likely that huge hordes of enemies
don’t occur so often then it would improve the game for certain players such as
new players or players that die a lot.
4. Do players have the opportunity to take interesting risks
in the game?
Yes, if a player goes down a certain path and sees that
there are too many enemies for them to handle, they could always choose another
path. OR they can risk dying to try to make it thru the enemy infested level.
5. What is the relationship between chance and skill in my
game? Are there ways I can make random elements feel more like a exercise of a
skill? Are there ways I can make exercising skills feel more like risk-taking?
Yes there are ways in which this can be accomplished for our
game. There could be an implementation so that every time you level up and
learn a new skill the next level is made in such a way so that the use of that
skill is most helpful. Think of a Zelda
game. Every time you get a new item, the next few obstacles will be about the
various ways you can use that item / getting the player familiar with the way
that item works.
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