Tuesday, March 13, 2012

Team LeashKid game basics


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.

1 comment:

  1. how is this game not just clever remark?
    or 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.

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