Devlog 3
When designing our Evac game, we really wanted to make the goal the same for every player. In the readings, the author says that "goals guide player's experiences in engaging with the actions, objects and play spaces we design" (Macklin & Sharp, Ch.2). The reason we started with the goal, is because it is the tool that essentially makes the game work. Once players know their objective of the game they're playing, then it's just simply looking at the rules of what you can and can't do to reach that goal. Goal is one of the most important tool's listed in the reading, if not, the most important. Another tool that was very important to the design process, is the challenge/challenges. After trying out the game for the first time, we noticed that game ended too quick. We knew we needed to add some challenges to make the players work to get to the goal, which is everyone linked together. In chapter 2, the author states that all games have challenges and some challenges will come from the actual players (Macklin & Sharp, Ch.2). Our game is challenging because players linked together, have to move together and it's harder to catch. Abstraction and theme are tools we used as well for the game. Players are more into the game and understand it much more, when abstraction and theme are present (Macklin & Sharp, Ch.2). When players are participating in Evac, they are soldiers trying to escape the battlefield. Every player is trying to escape on the helicopter by linking arms together, leaving no man behind. It's like we took a folk-game and reimagined it as a war-like experience. Lastly, context is a tool that we considered. The game is meant to be inclusive and easy to play. We made our game with little context, that way it can be played in many different situations. Our game can be played with a small amount of players or with a big group. Our game can also be played outside or in smaller indoor location. Context is all about thinking about when and who can play the game. And we designed our game in a way that, it can be played by anyone and at any time (Macklin & Sharp, Ch.2).
Cooperative play is what Evac is centered around. In chapter 3, the authors explains that players working together is fun, if it's going well. It's enjoyable to work with others and communicate, in order to reach a goal (Macklin & Sharp, Ch.3). Players, in our game, have to be in sync to get closer to each other. Instead of competing, the joy in our game comes from trying not to lose as a group. I believe our game incorporates asymmetrical cooperative play because there is a possibility of losing. If no player is left standing and everyone is out, then the game defeats the players. Evac does not require much skill-based play. Players who catch very well could have a skill advantage but for the most part, players don't have advantages because it is a team effort. Our game was designed to be played by anyone and it's easy for people to join in.
Design Studio
Status | Prototype |
Category | Other |
Author | sergio_ttu |
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