The studio’s initial ideas for the player experience goals were games that would still have elements of shooting in them, they just won’t be the focus of the game. To do this we looked at games that were classified as a first-person shooter, however their focus was not shooting, such as Portal and Styx: Master of Shadows. For this the two genres we focused on, aside from a FPS, were stealth and puzzles. With these two genres in mind the studio managed to come up with three player experience goals:
- Players will feel a sense of cautiousness and tension throughout the game.
- Players will face dilemmas that are designed to challenge and get them to act with caution.
- Players will face puzzles that are designed to be adventures and get them thinking outside the box.
The first two player experience goals refer to games that focus on some stealth elements rather than a guns’ blazing first person shooter. The game would give a player the feeling of tension where the player must choose how to approach each level. The game will get the player to infiltrate an army base to steal information or plant a bomb. If the player’s character is spotted, then it means soldiers will rush the player and if the player doesn’t hide they will die instantly. Some of the choices the player will have to face are to stealth kill enemies or sneak past them, or choose the best route to avoid the enemies. The last player experience goals will refer to games that gets the player to challenge their thinking with cool adventures with puzzles. The game will have a wide range of fun and challenging puzzles that the player needs to complete to escape an island. The puzzles will start off easy and as the player advances the puzzles will become harder. As well as completing the puzzles the player will face a multitude of enemies that will give the player a feeling of adventure and excitement. After discussing which game that we could build with our current skill level using the software, we also felt that we wanted to have a game that could feel more joyful and upbeat. The studio decided that the third player experience goal was the best choice. Which was:
Players will face puzzles that are designed to be adventures and get them thinking outside the box.
This PX goal describes the player’s experience within the second game, the puzzles game, Maximum Gravity Escape. With this, the player will be tapping into 4 main player experiences. These are the player’s cognitive and physical attributes as well as the players emotional and creative responses. The player will have to tap into their cognitive attributes when the player will have to face many of the challenging puzzles. The puzzles the player will encounter draw on different cognitive attributes. Some examples are puzzles that tap into the players remembering skills, other puzzles will use the player’s visual processing. Also by making their way through the level they will be taping into their reasoning, analysing and comprehending attributes. Along with the player’s cognitive thinking the game would include many physical aspects. This would be found within the combat and rely heavily on the agility and accuracy of the player’s character within the game. The game will try and tap into the player’s emotions given off by a sense of anticipation and adventure within the game. Lastly the player will have to access their creative side by combing and associating different objects with the solution to the puzzles within the game. These aspects will allow the player to come up with very creative ways to solve the puzzles, which relates back to our studio’s PX goal by getting them to be thinking outside the box combined with a sense of adventure.