Wednesday, September 17, 2014

Chapter 2

1) What are the experiences you want your player to have?
          I want my player to experience a sense of emergency and shock.

2) What are the essential elements of that experience?
          Betrayal, loss, fast moving objects.

3) Suggest a few ways your game might capture those experiences.
          The player will be led to believe that the AI is evil and the guidance program is good.  During the end of the game, the player realizes that the AI has been misrepresented by the guidance program. 

Chapter 3

1) How will you include surprise in your game?
          Betrayal by the guidance program, and that the AI the player has been attacking is good, not evil.

2) How will your game be fun?
         We plan to include puzzles that unlock new passageways.

3) How will you make the player attached to your game?
          Memorable characters and a desire to undo chaos.

4) What problems do you expect the players to solve in your game?
          The puzzles that lock the passageways, avoidance of AI zombies, and decision making that influences the game.

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