Thursday, October 24, 2013

homework 11

Chapter 15

A goal with no obstacles is not worth pursuing. 
strictly speaking no, it could be used as a means of teaching a in a tutorial way

What is the relationship between the main character and the goal? Why does the character care about it? 

the character is the mother of her son, and as such, wishes to see her son to safety

What are the obstacles between the character and the goal? 

the fog, the creatures, the environment, and  sometimes people

Do the obstacles gradually increase in difficulty? If yes, how? 

yes, the puzzles get more intricate, the monsters become more prevalent, and the world becomes larger

Great stories often involve the protagonist transforming to overcome the obstacle. Does your protagonist transform? 

ultimately not very much, she is still a mother at the start and end

How is the game world simpler than the real world? 

there are clearly "evil" entities, as uposed to real life where such a title is rediculous

What kind of transcendent power do you give to the player? 

some protection, but not much

What is the weirdest element in the game story? 

the esher room, a room where you walk on all walls and ceilings.

How do you ensure that the weirdest thing does not confuse or alienate the player? 

given that's a bit of the point, nothing

Will the players be interested in the game story? Why? 

I think so, because it is a story of a mother looking for her child, which resonates with a lot of people.

Chapter 16
In what sense does the player have freedom of action? Does the player "feel" free at these times? 

the player is free to walk wherever they want, doesn't necessarily mean they should.

What are the constraints imposed on the players? Do they feel constrained? 

the player is restricted by the map and puzzles. the hope is they will feel trapped.

Ideally, what would you like your players to do (lens #72)

run around frantically searching for a progression.

Can you set constraints to "kind of" force the player to do it? 

the map is built to only allow one path of progression.

Can you design your interface to "force" the player to do what you (the designer) wish him/her to do? 
yes, and that is the hope with the above question.

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