Tuesday 1 October 2013

Now this is a story all about how...



To answer a few questions Pete has asked, with the 5 pillars I’m looking to tackle them all, but focus on the 'sub pillars' that I delved more into in each. The main focus points though are definitely to create a world that the player can look more into as they progress and also the difficulty overall.
I chose warcraft as an example for the world, as its a game close to me and I really enjoy the lore behind it, so much so that I buy the books, the board game etc. This is what I mean when I say I feel a key point in a game is a world that people can take the fiction where they think, and have on-going discussions about it.  A Great example I came across the other day is 'The Pixar Theory' (The version I read was at http://jonnegroni.com/2013/07/11/the-pixar-theory/ but there are other versions) this basically explains how most of the Pixar films are linked and puts them in a timeline order. Now this may or may not have been intended by Pixar, if it was then that is brilliant and kudos to them for creating such an in-depth universe. But if it wasn’t intended, then the fans have discovered this themselves whether or not they are just fitting pieces into a puzzle that doesn’t exist. That is what I want to try and do.

Now about trial and error, the way we've come up with our mechanics will mean that the players will have to think more tactically instead of running and gunning their way through. We're adding magic into our game, but using it in a different way, one where it is merged with technology but can also be used in its own way. We have decided that you will only have one slot for one kind of magic, but also be able to merge the spells with your team mates (who will also have one magic slot) when merging the spells greater spells will be made, which will then have different effects. This not only makes the player think about what magic to put in a slot (which can only be changed at certain points on the map) but it also requires them to work as a team to defeat an enemy more so than just shooting it together. Therefore adding trial and error as a mechanic when facing enemies, as one enemy might be weak against a certain magic type, but the player wouldn’t know until they used that magic against them. Taking the Quake 'Rocket jump' into account, players didn't know about that until they found it out themselves, so I think adding an aspect of find thing things out for themselves as a mechanic is a great idea. For example, we wouldn’t tell them what spell mixes with what spell, instead they would have to find that out for themselves and when they do, it would add a greater sense of achievement.

Moving onto the narrative, the setting itself is an important aspect into the narrative; I have already selected a setting, Sci-Fi/Fantasy. The reason I have selected this is because we are trying to create a world where technology and magic are combined and in a world like this it makes a lot more sense. Each ‘Dome’ as mentioned in my previous posts will have a different environment, spanning from jungles to snowy mountains. This will help with the setting even more as we want to add plenty of mythical creatures from mermaids to drakes.
Now, why am I creating a world where technology is merged with magic? Well I think that this is a unique apprach to the general use of magic, usually we hear magic and think wizards in robes set in a medieval fantasy world. But as I've stated im trying to break the usual approach and this is the perfect way to go about it through narrative. Technology and magic are usually seen as two separate things, but putting them together can make them interesting and also a powerful tool to use in the game.

Most of the points I’ve made thus far depict the kind of narrative approach I’m taking, creating a vast world etc. but that is only looking at it from a lore point of view. Narrative can come in different forms and I think can also be used as a mechanic within this world I am creating. For example, I think adding a small choice system into the game will help expand the player’s sense of free will. However instead of these choices affecting the ending like most games already do, I think a more here and now approach would appeal to the difficulty I am trying to create. An example of this would be – You have been fighting through a jungle to try and find a military base camp as you’ve heard that the enemy general is there. You and your team enter the camp and fight your way to the general. When you face the general (Cue boss fight) you then have two choices, to spare or to kill (simple choices for now but I may expand on them at a later date) - Now the player will not know what will happen when they choose either one giving them what some people call ‘Analysis Paralysis’ and will be asking themselves ‘What if I make the wrong decision? Can I try again or am I stuck with it forever?’ Using this there will be no correct decision, just different outcomes. So if you kill the General he will then become a martyr, meaning all the enemies from then on will get increased damage, but be in a state of disarray. Whereas if you spare the General, you strike a deal with him and end up becoming allies instead. This then entirely depends on the player’s choice, rather than going back to a previous save to change their option.
Apparently players shouldn’t be afraid to make decisions, but I think that is a perfect thing to add to a game. Games make the player feel danger and fear if an enemy is too powerful for them to defeat in just the average way. I’m already going to be doing this with the enemies the player will be facing, so why not do it with decision making as well, to create tough choices that the player feels they earned rather than they chose correctly. 

Now im going to look more into the level design now I have the mechanics and narrative ideas set in place, I'll explain more about the narrative as I go also! 

Thanks for all the input so far from everyone!

Laters taters!

3 comments:

  1. This sounds MASSIVE! How did the 'We' come into the conversation? More than one person working on this? How long do you have to prove this hypothesis? And lastly, how will this be presented? E.g Playable prototype?

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    1. Yeah theres more than one person but all the things I've looked into are the thigns im working on! Me sean and christoph...plus a few others outside the MA are working on it. We're hoping to make it by the end of the masters, or definately atleast a playable prototype so we can continue making it aftwards =P

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  2. Good phrase here would be "Fail faster and find the fun". But seriously. Even us as a team of 6 took almost a full year getting a prototype that even resembled what we were trying to achieve. We made a huge amount of mistakes and we have a pretty simplified game with not too many game mechanics.

    This idea sounds probably 3-4 times bigger than Ether. Just make sure you focus and prioritise things that are the most important to gameplay first rather than worrying about the details. Trying to do an MA on top of all this (I know part of it is the MA but you still have to use academic backing) will be a big task so prioritising elements of the game will definitely help you out.

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