Wednesday, 22 October 2014

Thinking more about my concept

The feel

After our recent session where we all presented our game idea to the rest of the class it allowed me to think more about my idea and how I could possibly develop it further. I started off about thinking about what the feel of my game is. What sort of feeling is it giving to the player? Is it creating a emotional response? These are really important aspects of creating a successful game and something that we have to focus on in our project.

After giving it a little thought I realised that my game is representing a couple of core feelings, apprehension and hope.


Apprehension 

The darkness within the game represents the unknown, a black area that could hold a multitude of possibilities. The fear of the unknown is very common and is often the reason why people are scared of the dark, it causes you to become apprehensive, thinking that there maybe something lurking in the shadows. This is what the darkness in my game represents, the feeling of not knowing what is going to happen next but this feeling could spark curiosity in the player and a urge to explore the darkness to see what secrets it may hold.

 Before hand I was simply going to have two interactive objects in the levels, Dark's henchman that are hidden in the darkness until the orbs they have eaten in their stomachs occasionally give out light and the untouched orbs the player must collect which give out a constant glow but now I want to add a third object, a object that is completely hidden in the darkness and won't be seen until the player stumbles upon them. I would like this to be a creature. A creature that is lost in the dark and it will be be a side goal for light to find all of these creature, saving them from the unknown. This interaction will also represent the feeling of loneliness which will hopefully engage the player, making them want to save all of these lost creatures due to the fact that everyone has felt loneliness and knows how painful it can be.


Hope

The character light is another aspect of the game that creates a emotion, they are not only the representation of light, but hope too. The feeling of being surrounded by situations or events that may make you feel uncomfortable, stressed, upset, lonely or depressed which regularly causes the emotional response to hang on something that may help you escape. This is the feeling of hope and that is exactly what light is, a slither of hope. They are defeating the darkness level by level bringing balance and clarity back to the world.

Lights overall goal is to safe dark from their spiral or anger and rage, to comfort them and try and come to a alternatum. They manages to persuade dark to calm down and introduced a new deal to them, that they will be allowed to be out more at winter which will allow more people to accept the dark and be more comfortable with it although to keep the balance, light must be allowed to have more time in the summer.
This whole concept of light bringing dark back to their senses is a representation of a helping hand, someone who is their to comfort you, help you, trying to make you comfortable when you feel at your worst and giving you that little bit of hope to keep you going. Essentially the game could be touching on the feeling of depression and the idea of someone being their to fight your fears and bring balance back to your world.



Overall I think my game has quiet a few deep emotions running through it which will help to enlisted a good feel for my game and gauge an emotional response from the player.


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