Thursday, 23 October 2014

23/10/2014 - Gameplay questions


  1. What types of challenges will you include? Will you challenge the player's physical abilities, mental abilities or both?
    Every fight players physical and mental abilities will be tested, but the ratio of the both will depend on the character they choose.
    When using a character who has to bluff to be effective the mental abilities of the player will have to be high to analyse the state of the fight and the best course of action to take.
    When using a character that has to rush down the enemy the physical abilities such as timing and reactions of the player will have to be high when they see an opening.
    When using a counterattack character both will have to be used the player will have to think about their opponents next move but also have the react to that move to counter it.
    Every single fight no matter what the character, the player will have to think about the situation they are in and analyse the fight and also execute the plan they come up with with their physical abilities.
  2. Do you intend to tailor your game to a particular game genre? Will you include any cross-genre elements?
    We want to tailor the main story and multiplayer of our game to be a traditional 2d fighter. However, in class today we started talking about bonus game modes for our game and we came up with the idea of a simulation game where you play as one of the characters and you contest the territory of the city the main story takes place in by allying with other characters and earning favor of the different factions (for example to gain control of the police station you would have to gain favour of the police faction, other times it may be the civilian faction) you could earn territory by bribing people and perhaps the arms dealer is better at that, or convincing them and perhaps the honest cop is better at that.
    If you have to fight against another character for territory and you can quickly simulate the fight with a percentage chance of winning (let's say 20%) but you could also manually fight like the main story/multiplayer if you think you could win if you left it to yourself rather than random chance.

    The reason for two game modes is because if someone says "Let's have a quick game of civilization" it's obviously a joke because one game could easily take 12 hours, but the normal fighting mode could be a quick accessible game to play with friends and the simulation could be something outside of the story that the player could play for hours (this mode will have lots of replay value rather than the story that most players will want to experience once).
  3. How does the story influence the gameplay, and vice versa? Do they operate together, or are they separate?
    The story will comprise of cutscenes and text and a fight will happen at key points, the way the fight itself goes probably won't affect the outcome of the story unless the player loses and they will have to retry to continue, the player during the story mode will have to make important decisions through conversion which affect the story and how the game ends.
    I think the story should be able to influence the background of each fight, for example a snowy background if it's winter.
  4. How does gameplay affect the avatar's appearance and capabilities?
    The characters overall sprite will be the same at the start of every fight but different animations will happen depending on the moves that are used, the capability of each character is dependant on how skilled the player is at using them. A good player will be able to make the character look flashy by performing a difficult combo that looks cool.
  5. Are the challenges related or unrelated? If unrelated, how does that affect the player's suspension of disbelief?In the story mode fights will relate to the story, a fight may engage between characters because in the text or cutscene they will be having a disagreement which eventually leads to a fight.
    In the simulation game we came up a fight will start when characters are invading another characters territory or defending against an invade.
  6. How do the challenges relate to the game's target audience?
    The target audience of the game are fans of fighting games so the fights in multiplayer are the most important part, in story mode the fights will be like in multiplayer but with CPU's.
    The simulation will not appeal to every fighting game fan but that is why it is a bonus mode and not the main game. 
  7. Will the player be expected to face more than one challenge at the same time? If so, which ones?
    In the story mode and multiplayer 1v1 fights players will only have to face the current challenge of a fight to move on. However, in the simulation mode you will have to engage in fights while also thinking about resources and territory.

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