Monday, September 30, 2013

Sprint 9 - Test & Iterate



Lens #3: The Lens of Fun

Fun is desirable in nearly every game, although sometimes fun defies analysis. To maximize your game's fun, ask yourself these questions:



What parts of my game are fun? Why?

  • Solving puzzles, exploring the overworld, and interacting with characters. These things are fun because the way our game is going to be structured, players will feel very immersed in the world we've created.


What parts need to be more fun?

  • We need to further refine the overworld mechanics, to make it more interactive and accessible. We also need to work on improving the UI.


Lens #15: The Lens of the Toy


To use this lens, stop thinking about whether your game is fun to play, and start thinking about whether it is fun to play with. Ask yourself these questions:



If my game had no goal, would it be fun at all? If not, how can I change that?


  • Due to the genre of our game, it requires a goal.


When people see my game, do they want to start interacting with it, even before they know what to do? If not, how can I change that?

  • Yes, they are curious about all of the objects in the room and how they can interact with them.




Monday, September 9, 2013

Sprint 4: Essential Experience Goals

(PowerPoint located in DropBox)

What experience do I want the player to have?

  • A fun and challenging experience that gets the players to think. We want the players to have a nice sense of accomplishment after they solve puzzles.
  • This will be a lighthearted adventure with a fair level of difficulty. Giving the player a fun experience, while making them feel like they accomplished something.


What is essential to the experience?

  • Challenging Puzzles
  • Interesting characters
  • Engaging and comedic plot
  • Making the player laugh
  • A good sense of exploration/adventure
  • A good sense of progression


 How can my game capture that essence?

  • Through a fun and challenging experience that gets the players to think and gives them a sense of accomplishment after completing puzzles.
  • Getting the players immersed in the world, and engaged with the characters we’ve created.
  • The characters that we’ve created will have very distinguished personalities and humorous traits.


What are the players thinking as they make choices in your game?

  • The players are thinking about:
  • The items and evidence they have on hand.
  • The characters they’ve interacted with.
  • The clues they’ve gathered.
  • The plot.
  • How everything they’ve experienced so far ties together.


How are they feeling?

  • Amused because of the humorous dialogue and general atmosphere of the game.
  • Curious because of the mystery and plot.
  • Challenged because of the puzzles.
  • Accomplished as they’re piecing together the mystery and solving the puzzles.


Are the choices you've offered as rich as interesting as they can be?
 
  • We’ll have a better idea once development of our game gets underway.
  • Once we have a good idea of what we can and can’t do with our game, we’ll know what kind of choices we can provide the player with.
  • However, we plan to give players various dialogue options that may change the flow of the story.
  • This isn’t a choose your own adventure, the story will be linear, but we want there to be some variations on how you can advance the plot.

Thursday, September 5, 2013