Tuesday, March 13, 2012

Michael and Carlye


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

1 comment:

  1. i still think you need to look at the learning curve,
    as 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?

    ReplyDelete