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Design  |  Overview <ul><li>What is your game about? </li></ul><ul><li>Brutal melee combat. </li></ul><ul><li>Super star c...
Design  |  Overview <ul><li>What is its core gameplay? </li></ul><ul><li>Single matches. </li></ul><ul><li>Two teams. </li...
Design  |  Overview <ul><li>How does your design support these statements? </li></ul><ul><li>The core combat system strive...
Design  |  Overview <ul><li>How does your design support these statements? </li></ul><ul><li>A player avatar’s abilities a...
Design  |  Overview <ul><li>What is the player ’ s first experience of the game? </li></ul><ul><li>First login - pick a st...
Design  |  Game Cycles <ul><li>“ By click” gameplay decisions </li></ul><ul><li>Engage the enemy – attack arms or legs. </...
Design  |  Game Cycles <ul><li>30 minutes gameplay decisions </li></ul><ul><li>Formulate tactic – how to utilize the stren...
Design  |  Game Cycles <ul><li>1 hour gameplay decisions </li></ul><ul><li>Formulate progression path – which artificial l...
Design  |  Game Cycles <ul><li>5 hour gameplay decisions </li></ul><ul><li>Advanced strategies – team strategies and setup...
Design  |  Risk/Reward <ul><li>What is the game ’ s challenge? </li></ul><ul><li>Ultimate challenge: Defeat other players ...
Design  |  Risk/Reward <ul><li>Player failure </li></ul><ul><li>In match failure – defeated in combat or opponents score a...
Design  |  Progression <ul><li>Ingame progression </li></ul><ul><ul><li>A character’s attributes will vary throughout a ma...
Design  |  Progression <ul><li>How is value given to progression? </li></ul><ul><ul><li>Access to new artificial limbs and...
Design  |  Retention <ul><li>Why does the player come back and play? </li></ul><ul><ul><li>Accomplish personal goals – acq...
Design  |  Referral <ul><li>Does your game encourage your players to tell their friends about the game? </li></ul><ul><ul>...
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FOG_Assignment 05

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Transcript of "FOG_Assignment 05"

  1. 1. Design | Overview <ul><li>What is your game about? </li></ul><ul><li>Brutal melee combat. </li></ul><ul><li>Super star champions. </li></ul><ul><li>Intergalactic sport sensation. </li></ul><ul><li>Champions improve their strength via artificial limbs. </li></ul>
  2. 2. Design | Overview <ul><li>What is its core gameplay? </li></ul><ul><li>Single matches. </li></ul><ul><li>Two teams. </li></ul><ul><li>Melee combat all about limb loss. </li></ul><ul><li>Prosthetic limbs – replacing lost limbs. </li></ul><ul><li>Special abilities from advanced prosthetics. </li></ul><ul><li>Collecting – progress. </li></ul>
  3. 3. Design | Overview <ul><li>How does your design support these statements? </li></ul><ul><li>The core combat system strives to convey the brutality of the sport – every single strike counts. </li></ul><ul><li>Every avatar available for the player is portrayed as a larger than life super star – visual and back story. </li></ul><ul><li>The actions players perform throughout each match enhances the super star sensation. </li></ul><ul><li>The narrative of the game, environment design and the rules of the different game modes makes the player feel part of a sport. </li></ul>
  4. 4. Design | Overview <ul><li>How does your design support these statements? </li></ul><ul><li>A player avatar’s abilities and attributes are defined by the articial limbs it is equipped with. </li></ul><ul><li>A large part of the meta game is about collecting and increasing your arsenal of artifical limbs. </li></ul>
  5. 5. Design | Overview <ul><li>What is the player ’ s first experience of the game? </li></ul><ul><li>First login - pick a starting kit. </li></ul><ul><li>No strategic choices available for the player. </li></ul><ul><li>Either be matched against other players or play the tutorial to learn the basic gameplay. </li></ul>
  6. 6. Design | Game Cycles <ul><li>“ By click” gameplay decisions </li></ul><ul><li>Engage the enemy – attack arms or legs. </li></ul><ul><li>React – block or evade. </li></ul><ul><li>Should I use my special abilities? </li></ul><ul><li>Defeated? Exchange some limbs? </li></ul>
  7. 7. Design | Game Cycles <ul><li>30 minutes gameplay decisions </li></ul><ul><li>Formulate tactic – how to utilize the strengths of my prosthetic limbs. </li></ul><ul><li>Prioritize which enemy and which limb to attack based on their equipped limbs. </li></ul><ul><li>Game mode specific decisions – start of match routines, how to utilize gameplay objectives, simpler strategies. </li></ul><ul><li>Level specific decisions – route optimization, utilize cover, areas to avoid. </li></ul>
  8. 8. Design | Game Cycles <ul><li>1 hour gameplay decisions </li></ul><ul><li>Formulate progression path – which artificial limb or torso to unlock next. </li></ul><ul><li>Prioritize the meta game progression – save earned experience points towards new champion torsos, new artificial limbs or upgrade owned artificial limbs. </li></ul>
  9. 9. Design | Game Cycles <ul><li>5 hour gameplay decisions </li></ul><ul><li>Advanced strategies – team strategies and setups. </li></ul><ul><li>Define your play style – select a load-out that best suites your play style. </li></ul><ul><li>Define long term progression goals. </li></ul><ul><li>Expressive choices – differentiate themselves from other players. Buy new champion torsos or decorate locker room. </li></ul><ul><li>Explore the achievement system – which achievement to strive for. </li></ul>
  10. 10. Design | Risk/Reward <ul><li>What is the game ’ s challenge? </li></ul><ul><li>Ultimate challenge: Defeat other players in online matches </li></ul><ul><ul><li>Mastering combat mechanics. </li></ul></ul><ul><ul><li>Knowledge about every artificial limb in the game – strengths/weaknesses. </li></ul></ul><ul><li>What are your Risk/Reward cycles? </li></ul><ul><ul><li>Combat. </li></ul></ul><ul><ul><li>Gameplay objectives. </li></ul></ul><ul><ul><li>Limb tier upgrades. </li></ul></ul>
  11. 11. Design | Risk/Reward <ul><li>Player failure </li></ul><ul><li>In match failure – defeated in combat or opponents score a point. </li></ul><ul><ul><li>Not final. Players can try again. </li></ul></ul><ul><li>Ultimate failure - lose a match. </li></ul><ul><ul><li>Slower rate of meta progression. </li></ul></ul><ul><ul><li>Matchmaking ensure that players will face easier opponents next match. </li></ul></ul>
  12. 12. Design | Progression <ul><li>Ingame progression </li></ul><ul><ul><li>A character’s attributes will vary throughout a match. </li></ul></ul><ul><li>Meta progression </li></ul><ul><ul><li>Tune your character to better suite your play style. </li></ul></ul><ul><li>Transition points: </li></ul><ul><ul><li>Win a match. </li></ul></ul><ul><ul><li>Get access to new artificial limbs. </li></ul></ul><ul><ul><li>Acquire new artificial limbs. </li></ul></ul>
  13. 13. Design | Progression <ul><li>How is value given to progression? </li></ul><ul><ul><li>Access to new artificial limbs and champion torsos. </li></ul></ul><ul><ul><li>Ranking towards other players. </li></ul></ul><ul><ul><li>Fame level – achievement score. </li></ul></ul><ul><li>Players can compare their progression with other players by examining their profile. </li></ul>
  14. 14. Design | Retention <ul><li>Why does the player come back and play? </li></ul><ul><ul><li>Accomplish personal goals – acquire new limb, champion torso, certain rank, achievement etc. </li></ul></ul><ul><ul><li>Play with friends. </li></ul></ul><ul><li>How does the design facilitate this? </li></ul><ul><ul><li>The player is more or less required and encouraged to set her own progression goals. </li></ul></ul><ul><ul><li>The game is team based in its nature and a system to handle and playing with friends is in place. </li></ul></ul>
  15. 15. Design | Referral <ul><li>Does your game encourage your players to tell their friends about the game? </li></ul><ul><ul><ul><li>We encourage players to play with her friends – Playing together in a team utilizes team tactics and strategies. </li></ul></ul></ul><ul><ul><ul><li>Players receive ingame currency and other bonuses when referring friends to the game. </li></ul></ul></ul><ul><li>Is your game “ viewer friendly ” ? </li></ul><ul><ul><ul><li>Easy to follow – rules inspired by actual sports, easy to get overview of the playing field. </li></ul></ul></ul><ul><ul><ul><li>Arbitrary mechanics kept to a minimum – most mechanics’ visual representation can be related to. Losing a leg = bad. </li></ul></ul></ul>

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