Homework 14: Indirect
Control
Assigned: October 31, 2014
Due: November 7, 2014
For this project, please describe the various ways that your game addresses the issue of indirect control. What elements of your game (characters, interface, scenery, art) contribute to the indirect (or direct) control of the player. The book discusses five categories of indirect control. Please address them, and add any other forms of indirect control that may apply to your game.
Story and Game Structures can be Artfully Merged with
Indirect Control:
The Feeling of Freedom
Indirect Control Method #1: Constraints, giving an answerer to freedom of choice, would definitely
play a big part of our game. For once the choosing between one path to the left
or right can lead to a successful and gratifying ending. The second freedom
would be in the form of choosing potions that could save the player’s life in any
defining moment of risk.
Ultimately players could choose from different combinations!!
Indirect Control Method #2: Goals, design goals is a good reason to
have players care about your game. If a player has two doors they can go
through, don’t really knowing which one leads to a secret area, they would
enter anyway giving them a random chance to find more items and more secrets
even if the second door leads to the same place than the first door at the end.
Indirect Control Method #3: Interface, something else to consider
about the interface is indirect
control because players want
interfaces to be transparent, they don’t really think about the interface, if
they can help it. Limiting the players to a single activity due to a simple
choice of controls is partly about who a player will relate to, but it is also
about implicitly limiting the player’s options. In Purgatory that player would
have the standard w,a,s,d which is been proven to give players plenty of
choices as well as combining a python script for mouse look to give a convincing
look around the avatar.
Indirect Control Method #4: Visual Design, having a controlling effect on were the audience would
look in visual design is a very powerful weapon. As an art student, we are
thought to design keeping a clear and readable image of the focal point, the
most important element in the narrative. This can be achieve by making the
focal point brighter in color than the rest of the elements.
Indirect Control Method #5: Characters, using your storytelling
ability to make the player actually care about the characters, that is
willingly wanting to obey them, protect them, help them, or destroy them is
what suddenly can generate an excellent tool to control what the player will
and will not try to do.
Indirect Control Method #6: Music, designers think of adding music
to a game, they usually think of the
mood they want to create, and the
atmosphere of the game. But music can also have a significant effect on what
players do. After listening to the feedback given in class on game critique
day, my team and I decided to have the avatar heart rate increase as well as
the intensity and pace of the music to influence the player’s reaction and fear
of the game. This would be an attempt to make the game immersive and scarier.
My contributions to my
team game during the past 7-10 days. Has been to design and create the game poster
from scratch, writing the game document, communicating with my team via email as
well as face to face meetings to delegate duties in order to meet the deadlines.
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