Beginning Phase 3:
Tuesday 8th November 2022
What does phase 3 entail?
- Play
- Prototyping
- Test
- Make/Create
- Present 3 distinct game ideas at the end of the phase
During this phase, I will be brainstorming potential game concepts and ideas, taking them forward by making different tests and prototypes. I intend to use a variety of materials and develop my 3d modelling skills too (as that will prove useful for the development).
During this phase, we are also able to combine with other members of the class in order to work on the same theme. I think I will stay solo, as I would like to try different aspects of design and development. Also, I would like to stay loyal to my theme, which I am keen to take over the finish line - even if no one else shares my passion for my idea.
Ideas to carry forward
If I am to follow my passion, which naturally has been very ambitious, I would look to prototype and later develop the multiplayer hide and seek game. However, due to an abundance of limitations and additional challenges that I would face during its development, I have decided to put that project on the shelf. Out of the long list of ideas remaining, I had a clear understanding that doing an abstract game was not something I would be comfortable with. My new goal was to create something that would be effective as a portfolio piece - showcasing my skills, whilst being a fun short game with movement being the core mechanic of the game. To assist my eventual selection of which 3 games to take forward, I created a small questionnaire [see here].
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To summarize, the top 3 were:
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1. Nuclear Reactor (35.3%)
2. Playing as an animal (23.5%)
3. Maze game (17.6%)
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Out of all the options I provided, I personally thought the nuclear reactor idea would be most interesting. I was a little disappointed that playing as an animal came second - it doesn't feel super imaginative. To add to this point, I feel that once you get familiar with the movement of another animal, it will be tricky to upkeep the player's interest. I feel as people, we have a wide arsenal of movement capabilities, when comparing to popular animal choices such as cats and dogs. I also feel that creating a game which explores animal movement too soon after the release of the game "Stray" will only hinder me. Another challenge which the maze game shares with the animal one, there is no clear sense of direction. Within my questionnaire, I attempted to dive deeper into what would be fun for the player to experience, and for the majority of the responses they mentioned different features. Adding lots of different options, customizations, complex puzzles, rotations etc is very complex to develop. Hence, I'm leaning towards not taking ambiguous ideas forward.
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I have decided to prototype the following ideas:
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1. Nuclear Reactor
2. Prison Escape
3. Animal Parkour
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I selected "Nuclear Reactor" 1st as I have the clearest vision as well as I feel good / invested in this idea the most out of the possible options remaining. My second is one that I did not put on the quiz as I felt it was a safe game idea; that I can also visualize. Furthermore, after discussing it with people from varying age groups (11 - 42) they all agreed it could be an interesting concept to develop into a fun little game. I was then left with my 3rd and final choice. A maze or animal game were my two possible choices. My final thoughts before selecting animal parkour was that, it can be argued, every parkour game features maze-esque features (multiple paths which branch off and might not lead you to the "end"). The definition of maze is slowly changing and being modernized as there are less real authentic mazes existing within the real world. For that reason, puzzles inspired by tall bush/hedge surrounded paths are becoming digital abstract interpretations but still put under the same category of "maze".
Game Loops
Every game has a core loop
Nuclear reactor:
Within this game, the aim is for you to make your way to the reactor in order to try and stop any additional damage, followed by attempting to evacuate as you come to the realization that there is nothing you can do more and escaping is now your priority.
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If I am to use the simple game loop structure I was introduced to last year :
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Activity, Reward, Opportunity
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The game loop becomes very difficult to design. This is because the core gameplay of the game will be traversing over the map and obstacles. Doing so will result in more rooms and more parkour spaces being available as you progress within the "story". There are not many opportunities outside "parkouring" and occasional interactions with objects around the map (e.g. buttons).
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If I am to take the structure literally, then it would be :
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Activity : Parkour your way around the map in order to progress to the next area.
Reward : As you parkour around the map, you discover the next area to parkour within, with additional movement options.
Opportunity : New areas, allow for new parkour routes, movement options and interactions.
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For a game loop, it doesn't look that interesting or appealing on paper. 'You will parkour and in order to do more parkour you must parkour' etc. However, when I compare it to well-known parkour games like: Mirror's Edge, it follows a similar game loop. For that reason, I do not have doubt in its success as a game loop model.
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The other 2 game ideas will follow a similar game loop structure. Especially the Prison one - where you will explore the map, locating new areas or dead-ends, forcing you to return and take another "exit" in order to progress and continue with "parkouring". I can only see the animal one having a slight deviation - however in the bigger picture will also remain mostly the same.
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Prison Escape:
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Activity : Parkour your way around the map in order to progress to the next area, attempting to escape.
Reward : As you parkour around the map, you will unlock new areas and spaces for which you can parkour within (lineal progression).
Opportunity : New areas, allow for new parkour routes, movement options and interactions.
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Animal Parkour:
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Activity : Using your movement to progress through the world to different areas.
Reward : As you parkour around the map, you will unlock new areas and spaces for which you can parkour within and learn more about other movement options you have.
Opportunity : New areas, allow for new parkour routes, movement options and interactions.
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To see prototyping for my 3 game ideas click here