target audience/real audience
The game combines aspects of JRPGs and hack n’ slash action
games to appeal to a wider demographic. However, these genres are not randomly
chosen but represent both the tactical aspects as well as the ruthless
brutality utilized by shoppers of the actual Black Friday event. The grotesque display of violence and gore would appeal
to those who might find JRPGs loathsome. However, the game’s ostensibly simulative
nature could arguably appeal to all Black Friday shoppers – a group which is very
diverse.
learning curve
The way to learn the controls of the game and how the
gameplay works will resemble how many novices approach the real Black Friday event. Players will be given
basic instructions on the gameplay in ways that a more experienced friend might
relate it, or in the format of tips the shopper might look up and read on the internet. But true to
how the Black Friday unfolds, the player must learn the more advanced
functions of the game through experience. For example, some features of the
game are discovered and consequently mastered through trial and error. The
repeatability of the game will contribute to the player’s gradual mastery of
the techniques, tactics, and demystification of secret features.
rewards
The goals of the game are pretty much the same as the
rewards, as players obtain items by claiming as many items on their Holiday
wishlist in the allotted amount of time. The most coveted items on the wishlist
must be won by battling a “boss” character. There is also an unstated sense of entitlement
and elitism associated with being one of very few who is fortunate enough to be
in possession of a rare item - many of the items that must be obtained are stocked in extremely limited quantities during the event. Another form of reward is the visceral carnage
depicted which could function as a means of catharsis for those who actually
participate in the event and are often frustrated by other unruly shoppers. Obtaining
all items within the specified time frame ensures a successful Christmas for
the player character him/herself or the character's family, and gives the player a sense of
fulfillment.
Chance_control
Users have very limited control, but the
control the game takes is not overbearing or obvious. Time limits, specific
goals, and the limited interactions dictate how the game is played, lost, and
won. The same is true for the inhumanity meter, where the only control the user
has is to increase the inhumanity meter, and once they have done so they cannot
raise themselves to a more humane level.
Actuality of work
Because our game is about an ever popular
activity, shopping, the user is able to spend his or her time shopping in game,
except they can do it in such a way that they can act out in a way they please.
The game is centered on the act of collection, and users are encouraged to do
whatever it takes to get the items they need.
Feedback_metrics
Users will have meters and goals that show
visible progress toward the completion of a level. This allows for a sense of
accomplishment throughout the game that will create pleasure for the user and
encourage them to keep playing, even if they fail. This is accomplished through
the use of experience points, leveling, customizable weapons, as well.
how is this game not just clever remark?
ReplyDeleteor rather, a game that i have played before
with a socially snarky skin?
i wonder if there was a way that the game,
by it's very existence could give critique to the
system which produced it.
maybe the goal of the black friday event
is to buy the black friday game.