Cycle 3- Activity 5: Interactivity and Choice

After detailing some of the objects and mechanics within the game the studio started to use those objects to create a hierarchy on the games completion. This hierarchy detailed the process a player would take to reach the overall goal of completing the entire game. This breakdown is shown below:

Hierarchy

We then broke down these goals further by discussing the choices the player has, the players actions required to achieve that goal, the rules that come with the goal and the response to the players choice. For simplicity, we went through two of the challenges associated with two different goals. The first goal we decided to look at was on the fifth level over half way through the level. The last task the player must do to complete the level is collect the cheese to open the portal and win the game. The goal we decided to break down for this was the process of collecting the cheese. Starting on the platform above the portal, the player will attempt to jump on the platform positioned on ground. This platform is right underneath two platforms. One of the platforms comes directly down from the roof, the other is attached to the side wall. The cheese is placed at the top of the platform on the wall.  The platform on the ground has a gap between where the player started and a gap between the side of the level. At the bottom of the gap a mouse trap is placed which will fling the player up. To reach the platform the player will have two options: try jumping onto the platform from the left, or land on the mouse trap, fling up and try and land on the platform. Once the player successfully lands on the platform on the ground they will proceed to jump towards one of the platforms above them. This will bounce the player towards the other platform propelling the player upwards. As soon as the player’s character reaches the other platform they will have to press jump again. This will be repeated til they reach the cheese at the top of the platform along the side of the level. Once the player reaches the cheese and rolls over it with the hamster ball it will disappear while playing a mouse that is eating sound. This will open up the portal home and play an opening portal sound. This takes in to account rules of the world where the player’s character can bounce off walls and can’t be damaged by traps.

The next challenge we discussed was on the third level. This time right at the very beginning of the level. The goal for this challenge is to reach a cracker placed at the top left side corner of the level. The level has a platform that comes down from the top and nearly reaches the bottom only leaving a gap for the player to travel past the platform. The platform also has a backward L shape cut out of it at the top. The cracker is placed inside the L shape position. There is gap between the platform and the side of the level. The player will roll forward to build up speed and after reaching some speed they will jump at the side of the level. This will cause the player’s character to bounce to the wall of the platform. Just as they reach the wall the player will press the jump button again. This action continues till they reach the L shape section of the platform. Once the player’s character travels over the cracker a sound effect will play and the cracker will disappear. This will count to the player’s final score that will be displayed at the end of the level. To help visualise the first challenge a quick set of sketches were drawn up to show the process of collecting that cheese. These sketches are shown below:

Pic

These choices are important to show that all the actions the player could or will take have a reason behind them. Now that the studio has knowledge of the player overall, player experience goals and our target audience target Sam. We also have the idea of our games look and feel, the games mechanics, the game’s objects within the world, how the player interacts and the choices of the player. The next step our studio has left to do is plan for the game’s play testing phase.

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