Friday, 13 December 2013

Week 3 in Game Design

In the week 3 lecture we were looking at character archetypes and how stereotypical adventures are handled which lets there be some kind of template to base a story on. Having character archetypes helps solidify the role the hero or his companions/people he meets will fulfill and these will be useful to get ideas on how to make a good character that isn't completely perfect or completely detestable.

Also after the lecture Me and Gregor met to discuss the ideas for our game, I had came up with lots of ideas for a game I wanted to develop so we discussed and agreed on the game before honing some of the ideas I had came up with, with Gregor adding some ideas to the mix as well.

The game that we settled on eventually was a story based action adventure game with a fantasy setting.
We thought that a morality based game like Bioshock and Fable. In order to give a good setting in which to have a moral compass we decided to have two factions in the game. One faction is of the nobility whose blood enables them to use magic, the other are the lesser class that can't use magic and are being suppressed.

Having two factions with different combat abilities allows us to have interesting playable characters with different styles. We envisioned one character being a melee fighter with little to no magic, and the flip side there would be a magician with little melee abilities.
You would be able to play as both characters at different points of the story, or through different playthroughs, while the other character you weren't playing as would still be central to the story as an NPC.

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