So, this has been a long discussion between us - Cody, Mikeh and I - during summer about the goal of our game. This week it was pointed out again by Roger and Jose. We all like the game even though there is no goal or score. During our playtest, no one care about it. The people we asked to play test our game enjoyed the game even though there is no goal. So, what's the problem with it?
For me, SimCity doesn't have a goal as well. If a game without a goal is a toy, then we are completely OK making our game a toy. We just love mess around with the music without any specific goal.
Frankly, I personally already have problem with our current goal. I don't like being 'punished' for hitting the obstacles which gave a cool low pass filter effect. I kept questioning why does it take off power when I hit the obstacle that give off the audio effect I like?
There are a lot of kind of player type out there. One might want to keep the music played normally. But one might enjoyed messing up with it - making it sounds more weird. So, we had this discussion during summer about collect the information of the player during game play (Is he collecting the obstacles? Is he avoiding the filters? ... ). In the end of the game play, we showed the 'skill' he gained during the game play or give an achievement information based on what type of player he is. But... this will take a lot of time and right now we still have some issue with the game mechanics and the audio.
There are a lot of kind of player type out there. One might want to keep the music played normally. But one might enjoyed messing up with it - making it sounds more weird. So, we had this discussion during summer about collect the information of the player during game play (Is he collecting the obstacles? Is he avoiding the filters? ... ). In the end of the game play, we showed the 'skill' he gained during the game play or give an achievement information based on what type of player he is. But... this will take a lot of time and right now we still have some issue with the game mechanics and the audio.
This week during class we discuss about award the player by colouring the track. The idea was start with the invisible track (the track has the same colour as the background) and as player move and collect the obstacle or the filter, it will colour the track and make the track more and more apparent. We love this idea but we are not sure whether this will be fun and there are still some game mechanics need to be iterated before we move to this idea.
Anyways, we are going to iterate more our game during next Monday game design meeting. Now we have more people which means more brain, more idea, and more brain. I just wish those who complain a lot about the game design change will come to the meeting, not complain the next day when we share our meeting result. Let's see what happen next week.
Anyways, we are going to iterate more our game during next Monday game design meeting. Now we have more people which means more brain, more idea, and more brain. I just wish those who complain a lot about the game design change will come to the meeting, not complain the next day when we share our meeting result. Let's see what happen next week.
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