Reward-
Every time the code/ puzzle is completed correctly in the game the prisoner
that the player is controlling will survive. If the code is completed
incorrectly the prisoner will die. The prisoner may die either during the
process of the puzzle or after it is completed incorrectly. (The
incorrect steps from the puzzle/code will be shown to the player right before
the prisoner dies). The reward in this game is survival and passage onto the
next challenge/ puzzle.
Target Audience/Real Audience – our primary
audience is puzzle players. Someone who likes the idea of directing others and likes
to be in command and seeing their direct impact on “others”. I believe it will
also apply to someone who would get addicted to the “one more try” like the
super monkey ball scenario.
Learning curve- This game is taught through trial and error. As described above if you do something out of order or make your prisoner do something out of order, then the prisoner will die. Because there is so much room for error in this game the amount of expendable prisoners is infinite. The death of each prisoner will be extreme depending on the challenge/ puzzle that is being completed.
Chance_Control – though you have complete
control over what pattern or path you try next, it is completely up to chance
whether that is the correct one or not. You have no control over the outcome
until you have determined through trial and error, which is the appropriate
choice.
Actuality of work – players will know if the
selected correctly or right away because the prisoner will either die or the
door will open. They will know if they are getting closer to the finish by
moving from room to room.
Feedback_Metrics - players can walk/fly around
and attempt to interact with things (for example, if there are various levers
to pull, there will be a short cinema about you trying to pull it and it only
moving slightly as you hand goes through it.) but ultimately all you can do is
talk to your current prisoner friend and directing their movements by
highlighting an action and selecting it
i still think you need to look at the learning curve,
ReplyDeleteas this seems like a big escort mission.
usually someone dying in-game is a bad thing,
what will you do to divorce us from this stigma?