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Ogheneochuko Ideh (S174578) Final Project
1. Final Project: Lock andKey Design Document
1.1 Game USP:
Utilisingmotioncontrolstointeractwiththeirsurroundings,playersmustcollaborate,solve
intrinsicpuzzlesandclearlevelstoattainall brokenpiecesof theirhome-ship,ensuringtheir
escape fromthe “alien”world.
2. Game overview
2.1 Game Concept& Pedagogical Methods
Lock and Keywill functionlike manyof the earlytitlesof the NintendoWii lifespanasitwill
feature intrinsicandeasyto mastermotioncontroller. Wii gamesof notable similarities
consistsof:
 The Wii Sportsfranchise –for itsintrinsicmotioncontrollers(see figure 1)
 Elebits– foritssandbox approachto playerand objectinteraction(see figure2)
The core emotionsandtypesof funthe game aims to insightconsistof:
 Curiosity
 Wonder
 Surprise
 Awe
 ZenFocus
 Excitement
 Relaxation
All of whichare encapsulatedby“Easy”and“Serious”fun,termsintroducedbyNicole
Lazzaro to funderunderstandthe fundamentalsof playerexperience (PX),these are dubbed
“Keys2Fun”. Inadditiontoeasyand serousfun,tracesof hardfun will be introducedtothe
PX,as many successful titlesconsistof twoormore typesof fun.
Figure 1 Figure 2
Ogheneochuko Ideh (S174578) Final Project
Lock and Keywill operate primarilyasagame of progression, asplayerwill have asetof
tasksto complete priortoclearinga level.Additionally,the game will feature slicesof
emergencesinteractingwiththe environmentmayleadtoexploitsthatadvancesplayer
progression.
Lock and Keywill feature a three-actstructure witheach ‘act’ operatingasa world and each
worldconsistingof three levels.Eachlevel of the worldwill serve the purposeof
introductioninrulesandmechanicsof the game (see figure 3).
As the example reflectsthe learn,practice andmasterloopof worldone.The motions
controlsenable playerstointeractwithobjectsandenvironment,playerone isrestrictedto
movingobjectshorizontallywhilstplayertwoisrestrictedtothe forwardandbackwards
movement;thisisshowcasedinlevelone of the image above.
In level twothe playerswill intrinsicallycollaborate totransportthe blocktoits designated
area.The culminationof the player’sPXcomesinworldthree wheretheymustcorrelate all
theirknowledge.
Bibliography:
NintendoWii SportsImage:
Nintendo . (2006). Wii Sports - Gallery . Available:
https://www.nintendo.co.uk/Games/Wii/Wii-Sports-283971.html#Gallery. Last accessed
20/02/2018 .
RomulationElebitsImage:
Romulation.(2012). ELEBITS USA . Available:https://www.romulation.net/rom/Wii/Elebits-U.Last
accessed20/02/2018 .
Lazzaro 4 Keys2 Fun:
Nicole Lazzaro.(2012). The 4 Keys2 Fun. Available:http://www.nicolelazzaro.com/the4-keys-to-
fun/.Last accessed20/02/2018 .
Figure 3
Ogheneochuko Ideh (S174578) Final Project

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Lock And Key Initial Design Document

  • 1. Ogheneochuko Ideh (S174578) Final Project 1. Final Project: Lock andKey Design Document 1.1 Game USP: Utilisingmotioncontrolstointeractwiththeirsurroundings,playersmustcollaborate,solve intrinsicpuzzlesandclearlevelstoattainall brokenpiecesof theirhome-ship,ensuringtheir escape fromthe “alien”world. 2. Game overview 2.1 Game Concept& Pedagogical Methods Lock and Keywill functionlike manyof the earlytitlesof the NintendoWii lifespanasitwill feature intrinsicandeasyto mastermotioncontroller. Wii gamesof notable similarities consistsof:  The Wii Sportsfranchise –for itsintrinsicmotioncontrollers(see figure 1)  Elebits– foritssandbox approachto playerand objectinteraction(see figure2) The core emotionsandtypesof funthe game aims to insightconsistof:  Curiosity  Wonder  Surprise  Awe  ZenFocus  Excitement  Relaxation All of whichare encapsulatedby“Easy”and“Serious”fun,termsintroducedbyNicole Lazzaro to funderunderstandthe fundamentalsof playerexperience (PX),these are dubbed “Keys2Fun”. Inadditiontoeasyand serousfun,tracesof hardfun will be introducedtothe PX,as many successful titlesconsistof twoormore typesof fun. Figure 1 Figure 2
  • 2. Ogheneochuko Ideh (S174578) Final Project Lock and Keywill operate primarilyasagame of progression, asplayerwill have asetof tasksto complete priortoclearinga level.Additionally,the game will feature slicesof emergencesinteractingwiththe environmentmayleadtoexploitsthatadvancesplayer progression. Lock and Keywill feature a three-actstructure witheach ‘act’ operatingasa world and each worldconsistingof three levels.Eachlevel of the worldwill serve the purposeof introductioninrulesandmechanicsof the game (see figure 3). As the example reflectsthe learn,practice andmasterloopof worldone.The motions controlsenable playerstointeractwithobjectsandenvironment,playerone isrestrictedto movingobjectshorizontallywhilstplayertwoisrestrictedtothe forwardandbackwards movement;thisisshowcasedinlevelone of the image above. In level twothe playerswill intrinsicallycollaborate totransportthe blocktoits designated area.The culminationof the player’sPXcomesinworldthree wheretheymustcorrelate all theirknowledge. Bibliography: NintendoWii SportsImage: Nintendo . (2006). Wii Sports - Gallery . Available: https://www.nintendo.co.uk/Games/Wii/Wii-Sports-283971.html#Gallery. Last accessed 20/02/2018 . RomulationElebitsImage: Romulation.(2012). ELEBITS USA . Available:https://www.romulation.net/rom/Wii/Elebits-U.Last accessed20/02/2018 . Lazzaro 4 Keys2 Fun: Nicole Lazzaro.(2012). The 4 Keys2 Fun. Available:http://www.nicolelazzaro.com/the4-keys-to- fun/.Last accessed20/02/2018 . Figure 3