Rewards
(how/what)
Players are rewarded with Ephemerals,
items, and in-game currency through their efforts in general play, completing
certain tasks/quests, and through socialization. This provides rewards for both effort, seen
by gaining new Ephemerals, and achievements, seen by gaining currency. Both the Ephemerals and currency will be used
to facilitate trading and purchasing in the game and will tie into creating a
feedback system of rewards for engaging the social aspects of the game.
Target
Audience_Real Audience (who/why)
The primary target audience would be
children ages 8-14. More specifically,
it would target children in that age range who have access to non-traditional
mobile gaming, i.e. iOS, Android, etc.
Additionally audiences would include RPG players, casual gamers, social
gamers, and ARG players. Although
primarily aimed at the 8-14 demographic, these others would be catered to
through specific in-game designs and play options.
Actuality
of Work (what)
Work will be measured in points based
on tasks such as capturing or defeating certain creatures. More points means a higher position, ability
to use the games system of items (purchasing or otherwise). Battles will result in gained or lost
experience, skills, or items. The work
will be measured by the difficulty of the task.
Feedback_Metrics
(how)
Each player will have an in-game avatar
that will display the Ephemerals in their party, those obtained, in-game
currency, and items. Additionally, there
will be feedback metrics similar to trophies and achievements that track when
certain goals or challenges have been overcome.
Players will also be able to view how specific Ephemerals are feeling
and the status of their training. There
will also be a map displaying statistics such as where players have and have
not explored, where they have caught Ephemerals, where additional Ephemerals
may be found, and where specific quests and challenges can be found/completed.
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