DevLog 8: GAME DESIGN (Video Recording)
GAME DESIGN
I wanted to create an experience
that is not reliant on combat in cases where gameplay is about to lose
excitement. In RPGs, during exploration, or free roaming, or outside the
dialogue interactions, players have nothing to do or engage with that is
exciting which results in boredom. Where combat and fighting, is often used for
cases relating to gameplay getting boring. Where adding combat acts like a
patch or duct tape to fill the holes, when it is not meaningful or necessary.
From my experiences with RPGs, story-driven, and action-adventure games
throughout the years, most of the time that is often the case. Not that it is a
negative, just it is overused, and I think it’s a flaw. I think that it is
something players are gradually becoming aware of.
I wanted to create something where
the experience feels like you’re playing a sports game like EA FC game. Mainly
regarding the constant engagement, you get, where characters or players are
reacting to your every move, in the open world or free roaming, that have an
impact. With expectations of a few games, most RPGs, and action-adventure
games, do not feel or have that type of gameplay experience and engagement
outside of the main missions or side quests, in the world exploration. I think
violence or fighting, is a common design choice due to its immediate and impact
toward player experience. Because of this, many video games that are unique in
their design and gameplay, when they implement combat or fighting end up
producing similar game experiences, regarding enemy encounters, structure, and
game progression.
I realised maybe I can take the
concepts of FIFA or EA FC. Mainly the constant reactions, actions, dynamics,
and movements or positioning of players (NPCs) in relation to other football
players. Apply and translate them to an RPG or adventure game. In this case a
game that does not use violence, I thought what would that look like, and this is
the concept I came up with. I thought it might be a concept people and gamers
would find exciting and interesting. Although, it would be complicated and
difficult to conceptualise.
Lost in Zania’s design centres on player engagement
and character (NPCs) dynamics. Environments and assets are made with detail to
reflect the dept and complexity of the world, and the types of situations or
circumstances players will find themselves in. Where nearly all things have the
appearance of being interactable. With the possibility of escalating to
conditions where players can either take advantage of or be taken advantage of.
It is up to players to decide the approach they want, to progress the story.
Characters’ behaviour, movement, and staging are created to make and add a
layer of dynamics and increase immersion, with the potential of emergent
gameplay.
Visuals, art, sound, music, and aesthetic are made to
reflect the culture of Tanzania, to ensure that players feel like they are
experiencing something different. Yet feeling like they have control of what
occurs.
In terms of atmosphere, the restaurant and player exploration
should have and feel a sense of unfamiliarity, beauty, quality, luxury,
immense, importance, and grand in relation to the restaurant’s assets and textures.
Regarding the gameplay atmosphere, the player should
feel the following moods, reflective, uncertainty, confrontation, deception,
hopeful, friendly, warm, nostalgic, melancholy, celebratory, lonely, isolated.
Ensuring they align with the game’s themes, which are identity, self-discovery,
cultural reunion, alienation, belonging, nostalgia, adaptation, growth,
heritage, exile, language, communication, and acculturation.
GAME MECHANIC
There are several game mechanics,
players will be experiencing; each game mechanics is intended to align with the
game’s concept and game core loop. Some noticeable mechanics are part of the
story, to further players immersion. Continually, are designed in such a way
that when playing they are meant to feel fluid and dynamic and not
manufactured. Designed, such that, they are not overly complicated to learn or
require multiple steps to execute.
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