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Ogheneochuko Ideh (S174578) Final Project
1. Final Project: Lock andKey Design Document
1.1 Game USP:
Utilisingmotioncontrolstointeractwiththeirsurroundings,playersmustcollaborate,solve
puzzlesandclearlevelstoattainall brokenpiecesof theirhome-ship,ensuringtheirescape
fromthe “alien”world.
1.2 Genre:
 Co-Op
 Puzzle
 Adventure
1.3 Platformsandhardware:
 WindowsExecutable
 Leap MotionControllers x2
1.4 Target audience:
 Projecteddemographic:Unisex ages5-10
 Archetypes:AchieversandExplorers
2. Game overview
2.1 Game Concept
Lock and Keywill functionlike manyof the earlytitlesof the NintendoWii lifespanasitwill
feature intrinsicandeasyto mastermotioncontrols.Wii gamesof notable similarities
include:
 The Wii Sportsfranchise –for itsintrinsicmotioncontrollers(see figure 1)
 Elebits– foritssandbox approachto playerand objectinteraction(see figure2)
Figure 1 Figure 2
Ogheneochuko Ideh (S174578) Final Project
The core emotionsandtypesof funthe game aims to insight consistof:
 Curiosity
 Wonder
 Surprise
 Awe
 ZenFocus
 Excitement
 Relaxation
All of whichare encapsulatedby“Easy”and“Serious”fun,termsintroducedbyNicole
Lazzaro to furtherunderstandthe fundamentalsof playerexperience (PX),these are dubbed
“Keys2Fun”. Inadditiontoeasyand serousfun,tracesof hardfun will be introducedtothe
PX,as many successful titlesconsistof twoormore typesof fun.
Lock and Keywill operate primarilyasagame of progression, asplayerwill have asetof
tasksto complete priortoclearinga level.Additionally,the game will feature slicesof
emergences asinteractingwiththe environmentmayleadtoexploitsthatadvancesplayer
progression(suchasuncoveringhealthpickupsandcollectables).
Lock and Keywill feature a three-actstructure witheach ‘act’ operatingasa world and each
worldconsistingof three levels.Eachlevel of the world will serve the purposeof introducing
the rulesand mechanicsof the game (see figure 3).
The example above reflectsthe learn,practice andmasterloopof worldone.The motions
controlsenable playerstointeractwithobjectsandenvironment,playerone isrestrictedto
movingobjectsleftandrightwhilstplayertwoisrestrictedtothe forwardand backwards
movement;thisisshowcasedinlevelone of the image above.
In level twothe playerswill intrinsicallycollaborate totransportthe blocktoits designated
area.The culminationof the player’sPXcomesinworldthree wheretheymustcorrelate all
theirknowledge.
In additiontothe three-actstructure,the game will featureasandbox mode, where all
progressionelementsare strippedfromthe game andplayersmayfreelyinteractand
experimentwithobjects,environments,physicsandelements.
Figure 3
Ogheneochuko Ideh (S174578) Final Project
Secondlyuponbeginningthe storymode playerswill be promptedtoclearanancillarylevel,
inthe level playerwillhave the choice of utilisingall mechanics,thisisaformof the
Endowmenttheorycalled“ablitease”.Bybeginningthe game withall featuresand
mechanicsunlocked,playerswill thenhave the incentive toreachthisstate againand
therebyanincentive tobeatthe game.
2.2 ProgressionStructure:
World Description IntendedDuration
Ancillarylevel Accessto all featuredand
mechanicsat once –
endowmenteffect/abilitease
3 minutes
WorldOne Introductionof directional
movement
7 minutes
WorldTwo Introductionof core
mechanicsandrules:
 Enemiesinteraction
 Physicsinteraction
 Elementsinteraction
10 minutes
WorldThree Culminationof all skills 10 minutes
2.3 Collectablesandreliability:
Shipparts will be the collectablesof the game,collectableswill be scatteredthroughgame
levels,some inopenspace othershiddenbehindobjects.Asplayersprogressthey may
returnto prior levelstoattainhiddenshippieceswith thatwere previously unattainable,
thisleadstoa replayabilityvalue.
In additiontoshipparts,healthpickupsalsoactas collectables,healthpickupscouldalsobe
attainedfromopenspacesandhiddenareas.
3 Look and Feel
3.1 Playercharacters:
Figure 4 Figure 5
Ogheneochuko Ideh (S174578) Final Project
Playerswill playasalienswhoare foreigntothe worldtheycurrentlyinhabit. Toadhere to
the projecteddemographic,playerswill retain“chibi”formsakintothose seeninfigure 4
and 5 inadditiontoa colourscheme consistingcomplementarypastelcolours.
3.2 Game Environment:
The game environmentwillbe a directcontrastto the playercharacters,thisisto representthe
juxtapositionanddysphoriabetweenourplayersandthe “alien”environmenttheyhave found
themselvesin,thisalienworldbeingaworldof magic.Additionally,the game will feature an
isometriccameraviewsimilartothatof figure 7.
Figure 6
Figure 6
Figure 7
Ogheneochuko Ideh (S174578) Final Project
Bibliography:
Donaldson Endowment Effect:
avatar Ryan Donaldson. (2014). THINK DESIGN: THE ENDOWMENT EFFECT. Available:
http://community.vfs.com/arcade/2014/03/think-design-the-endowment-effect/. Last accessed 20/02/2018.
Juul Emergence and Progression:
Jesper Juul: "The Open and the Closed: Game of emergence and games of progression". In Computer Games
and Digital Cultures Conference Proceedings, edited by Frans Mäyrä, 323-329.Tampere: Tampere University
Press, 2002.
Lazzaro 4 Keys 2 Fun:
Nicole Lazzaro. (2012). The 4 Keys 2 Fun. Available: http://www.nicolelazzaro.com/the4-keys-to-fun/. Last
accessed 20/02/2018 .
Nintendo Wii Sports Image:
Nintendo . (2006). Wii Sports - Gallery . Available: https://www.nintendo.co.uk/Games/Wii/Wii-Sports-
283971.html#Gallery. Last accessed 20/02/2018 .
Romulation Elebits Image:
Romulation . (2012). ELEBITS USA . Available: https://www.romulation.net/rom/Wii/Elebits-U. Last accessed
20/02/2018 .
Stewart on Bartle’s Taxonomy of Players:
Bart Stewart. (2011). Personality And Play Styles: A Unified Model. Available:
https://www.gamasutra.com/view/feature/134842/personality_and_play_styles_a_.php. Last accessed
20/02/2018 .

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Lock and Key Design Document Draft Two

  • 1. Ogheneochuko Ideh (S174578) Final Project 1. Final Project: Lock andKey Design Document 1.1 Game USP: Utilisingmotioncontrolstointeractwiththeirsurroundings,playersmustcollaborate,solve puzzlesandclearlevelstoattainall brokenpiecesof theirhome-ship,ensuringtheirescape fromthe “alien”world. 1.2 Genre:  Co-Op  Puzzle  Adventure 1.3 Platformsandhardware:  WindowsExecutable  Leap MotionControllers x2 1.4 Target audience:  Projecteddemographic:Unisex ages5-10  Archetypes:AchieversandExplorers 2. Game overview 2.1 Game Concept Lock and Keywill functionlike manyof the earlytitlesof the NintendoWii lifespanasitwill feature intrinsicandeasyto mastermotioncontrols.Wii gamesof notable similarities include:  The Wii Sportsfranchise –for itsintrinsicmotioncontrollers(see figure 1)  Elebits– foritssandbox approachto playerand objectinteraction(see figure2) Figure 1 Figure 2
  • 2. Ogheneochuko Ideh (S174578) Final Project The core emotionsandtypesof funthe game aims to insight consistof:  Curiosity  Wonder  Surprise  Awe  ZenFocus  Excitement  Relaxation All of whichare encapsulatedby“Easy”and“Serious”fun,termsintroducedbyNicole Lazzaro to furtherunderstandthe fundamentalsof playerexperience (PX),these are dubbed “Keys2Fun”. Inadditiontoeasyand serousfun,tracesof hardfun will be introducedtothe PX,as many successful titlesconsistof twoormore typesof fun. Lock and Keywill operate primarilyasagame of progression, asplayerwill have asetof tasksto complete priortoclearinga level.Additionally,the game will feature slicesof emergences asinteractingwiththe environmentmayleadtoexploitsthatadvancesplayer progression(suchasuncoveringhealthpickupsandcollectables). Lock and Keywill feature a three-actstructure witheach ‘act’ operatingasa world and each worldconsistingof three levels.Eachlevel of the world will serve the purposeof introducing the rulesand mechanicsof the game (see figure 3). The example above reflectsthe learn,practice andmasterloopof worldone.The motions controlsenable playerstointeractwithobjectsandenvironment,playerone isrestrictedto movingobjectsleftandrightwhilstplayertwoisrestrictedtothe forwardand backwards movement;thisisshowcasedinlevelone of the image above. In level twothe playerswill intrinsicallycollaborate totransportthe blocktoits designated area.The culminationof the player’sPXcomesinworldthree wheretheymustcorrelate all theirknowledge. In additiontothe three-actstructure,the game will featureasandbox mode, where all progressionelementsare strippedfromthe game andplayersmayfreelyinteractand experimentwithobjects,environments,physicsandelements. Figure 3
  • 3. Ogheneochuko Ideh (S174578) Final Project Secondlyuponbeginningthe storymode playerswill be promptedtoclearanancillarylevel, inthe level playerwillhave the choice of utilisingall mechanics,thisisaformof the Endowmenttheorycalled“ablitease”.Bybeginningthe game withall featuresand mechanicsunlocked,playerswill thenhave the incentive toreachthisstate againand therebyanincentive tobeatthe game. 2.2 ProgressionStructure: World Description IntendedDuration Ancillarylevel Accessto all featuredand mechanicsat once – endowmenteffect/abilitease 3 minutes WorldOne Introductionof directional movement 7 minutes WorldTwo Introductionof core mechanicsandrules:  Enemiesinteraction  Physicsinteraction  Elementsinteraction 10 minutes WorldThree Culminationof all skills 10 minutes 2.3 Collectablesandreliability: Shipparts will be the collectablesof the game,collectableswill be scatteredthroughgame levels,some inopenspace othershiddenbehindobjects.Asplayersprogressthey may returnto prior levelstoattainhiddenshippieceswith thatwere previously unattainable, thisleadstoa replayabilityvalue. In additiontoshipparts,healthpickupsalsoactas collectables,healthpickupscouldalsobe attainedfromopenspacesandhiddenareas. 3 Look and Feel 3.1 Playercharacters: Figure 4 Figure 5
  • 4. Ogheneochuko Ideh (S174578) Final Project Playerswill playasalienswhoare foreigntothe worldtheycurrentlyinhabit. Toadhere to the projecteddemographic,playerswill retain“chibi”formsakintothose seeninfigure 4 and 5 inadditiontoa colourscheme consistingcomplementarypastelcolours. 3.2 Game Environment: The game environmentwillbe a directcontrastto the playercharacters,thisisto representthe juxtapositionanddysphoriabetweenourplayersandthe “alien”environmenttheyhave found themselvesin,thisalienworldbeingaworldof magic.Additionally,the game will feature an isometriccameraviewsimilartothatof figure 7. Figure 6 Figure 6 Figure 7
  • 5. Ogheneochuko Ideh (S174578) Final Project Bibliography: Donaldson Endowment Effect: avatar Ryan Donaldson. (2014). THINK DESIGN: THE ENDOWMENT EFFECT. Available: http://community.vfs.com/arcade/2014/03/think-design-the-endowment-effect/. Last accessed 20/02/2018. Juul Emergence and Progression: Jesper Juul: "The Open and the Closed: Game of emergence and games of progression". In Computer Games and Digital Cultures Conference Proceedings, edited by Frans Mäyrä, 323-329.Tampere: Tampere University Press, 2002. Lazzaro 4 Keys 2 Fun: Nicole Lazzaro. (2012). The 4 Keys 2 Fun. Available: http://www.nicolelazzaro.com/the4-keys-to-fun/. Last accessed 20/02/2018 . Nintendo Wii Sports Image: Nintendo . (2006). Wii Sports - Gallery . Available: https://www.nintendo.co.uk/Games/Wii/Wii-Sports- 283971.html#Gallery. Last accessed 20/02/2018 . Romulation Elebits Image: Romulation . (2012). ELEBITS USA . Available: https://www.romulation.net/rom/Wii/Elebits-U. Last accessed 20/02/2018 . Stewart on Bartle’s Taxonomy of Players: Bart Stewart. (2011). Personality And Play Styles: A Unified Model. Available: https://www.gamasutra.com/view/feature/134842/personality_and_play_styles_a_.php. Last accessed 20/02/2018 .