Thursday, March 8, 2012

basics






- rewards (how/what)


- target audience_real audience (who/why)


- learning curve (how)


- chance_control (what/how)


- actuality of work (what)


- feedback_metrics (how)

3 comments:

  1. Could someone explain "actuality of work" again? I have in my notes that it refers to the fact a game is about "what you do"...but I'm not so sure that summary covers everything.

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  2. Lauren & Steve

    Rewards- Arcade style high scores, your profile will be linked to leaderboards. Also there will be real world rewards from businesses that have created profiles & games. (this would include things like coupons) Also we will have achievement sets that allow game creators to create achievements to allow rewards for their players.

    Target Audience/Real Audience- late teens, early 20's, for most games geared more towards the warmer seasons. Those are the people that are playing games on their smart phones already and show the most interest in this type of game.

    Learning curve- there will be tutorials for creating your own game- thus allowing you to create the learning curve of your individual games. Since there will be multiple games, you can get better at a single game the more times you play it via learning the obstacles, moving through faster or by provided information from the game creator.

    Chance_Control- Because we allow each user gamer to create a gamespace, the control of the gamespace is dependent upon the game that the user creates. Also, the layouts fo the games are confined to the limits of the technology of the phone. Ex- for an obstacle game you are confined to the space within the visuals that are given to you.

    Actuality of Work- We are giving real life play a game structure, using the physical world as a gamespace. This is a game that gives users the tools to create their own game. A platform for users to create & host their own games they make through the technology of the smartphone. Given technology such as GPS, camera, video, barcode reader, QR code reader, stop watch the user can tie in their games with existing technology on the smartphones. This game relies on participation of the user.

    Feedback_Metrics- The users will be given a gamer profile that will track the games that they play, the scores they achieve, the rewards they achieve, times played, duration their comments and ratings. This profile will be linked with leaderboards and users will be able to communicate through their profiles, challenging each other etc.

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  3. i wonder about your target audience.
    what makes this so targeted for adults.
    seems like it might be more of a kids game, right?
    mario party, wario ware.

    what does it mean to make a multi-player,
    multi-play game. does it destabilize the main structure?
    is that something that you can run with?

    do we care about gamer profiles anymore?
    is that motivation enough? i'm not sure.

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