Sunday, November 28, 2004

Final Game Progress

We (Calvin and I) have been spending a lot of time on the initial development of the game. We have been learning, and understanding the intricacies of the program, and are finding new ways to utilize our new knowledge in the gaming experience. Today we have taken digital pictures of the locations, and scenes that will form the environment of the game. We are going to create the whole structure of the game first, and then build it up gradually as a whole, opposed to finishing a single location one at a time. As well as working on the demanding technical aspects of the game, we have also been working and restructuring the story and narrative of the game in order to establish meaningful play. My definition of meaningful play is the satisfaction, and self fulfillment I get during and after play. I think we can create this without the need of competitive scoring, or intense losing scenarios. The reconstruction of the story is focused on creating an emotional, personal connection with the characters, or situation of the game, and at the same time making it more challenging to reach the final end game scenario. We are planning to do this- with help of Grey's valuable input- by adding many more arbitrary objects, and developing the characters in the game, and how they function with the resource of information. We are also working to create more meaningful decisions for the player to make; which could function in early end game scenarios, and different character reactions. Soon we will be focused on the extremely labor intensive development of creating rooms, objects, interactions, character responses, animated cut scenes-and things of that technical nature........AAAAAHHHHHH

Final game progress

So far we (Calvin and I) have been spending a lot of time learning about, and understanding the intricacies of the program. We have also taken digital pictures of the locations, and perimeter of the game. We think the bast development strategy is to create the fundamental structure, and build the game up gradually as a whole, as opposed to finishing the rooms one by one. The other area which we are directing our efforts has been the development of a story- and meaningful play. Perhaps meaningful play, -or at least the way I define my meaningful play- has to do with a sense of fulfillment, or satisfaction upon completion of a game. That is why I feel it would be inappropriate to make it competitive or intense, and instead focus on attributes of the game which will allow players to become more emotionally involved with the character, and the situations. We have also been working with intertwining, meaningful decisions, and different ways to end the game. We already have many ideas which will not be that hard to implement when we have the game more developed. With help from Grey input we are also working on making getting through the game more difficult, and less obvious to complete.- this also includes more developed character who actually misguide you, which could result in ending the game early, or taking the wrong item.

Friday, November 12, 2004

Jay's human robotron

Jay's human robotron is based on a lucary attitude system of actual play. There is lots of running, hopping, jumping, and best of all shooting. It is energizing, abrasive, wild, and if your the one shooting it almost reminiscent of Dawn of the Dead, the feeling can only be described as "wicked awesome."
Jay's prototype lacked some structure, but I thought it was very innovative to play it on the checkered floor of the school roof. But does that make the game to site specific? It involves little strategy, but the game is unlimitedly customizable. For example, there could be a more role playing attribute where everyone has to dress like robots, or wear skin tight dresses. I think the rules were expressed fairly well, and I don't think that they have to be extremely stead fast. But I do think there has to be a robot chant, or robot music to allow the robots to move in unison, may I suggest "we are the robots," a Kraftwerk original. So I would give the rules an 8 out of 10...I thought the game was a blast...Literally.

Grey's Frisco Wars

I will be writing on Grey's game entitled, “Frisco Wars.” I was immediately intrigued by the unique design of the board game platform, which is reminiscent of risk. The game requires a lot of thought, and planning, but also encourages communication between players. On one level this game provokes strategic, turn based decision making, and at the same time I found it humorous, and social.
For the most part I found that Grey's prototype was very structured, but lacked some definitive detail. As I watched others play test his game, I hoped that in the final version of his game, he would be able to not rely so heavily on the “risk” type board-game engine. I remember there being slight inequalities of resources, (when the cards were handed out randomly.) As it stands the game has essentially the strategic, and competitive properties of a generic war based board game, but what makes it fun is the creative customization of the map, the player's movement, as well as the battling cards.
The rules were expressed so well, it was as if there was an explosion.. In the brain 10!
I think there is strategy in the game, but is not yet fully developed. You must be strategic in the way you handle the troops, and take over bus routes. I think that there are still many unexplored possibilities for deeper strategic play. I didn't really see any emergent play developing, but I think that the way players conversed, especially during battles was unexpected. Perhaps, in the final version of the game Grey should encourage the same type of role-playing within the entire structure of the game. One possible route would be distinctive teams, which all had different characteristics, or emergent characteristics (boosting stats as an idea.) I would like to see a method of currency develop in the game, which would complicate strategic positioning of troops. I think having police would be a good idea to maybe limit players weapons, son for example if a player has to many guns, the fuzz goes after him. I think overall it's an awesome idea for a game, and I am really excited about playing the final project.