Monday, October 21, 2013

Thoughts on Our Game and Games in General



  These days, it seems like there's so much more possibility in creating games. Thanks for those new possibilities, I think, goes a lot to the burgeoning indie market and different outlets for play besides consoles. Not too long ago, a game, no matter how innovative or interesting wouldn't see the light of day if it wasn't released for console. At the very least, it had a small, very specific audience. While they have their flaws (as consoles have their advantages), applications like Steam, and websites like Kickstarter are allowing for so many more people to have the chance to interact with and learn from video games. It still amazes me that with everything we have now, it'd be possible for so many people to play even our game.

  While we want it to reach as many people as possible, there is still a core audience for our game. We want to reach out to players who enjoy games like Super Smash Brothers and Mario Party. At one spectrum of our audience, there is the more laid-back player who spends most of their time playing games with friends. The only thing really on the line is pride, and even then it's pretty low-key. We're also trying to reach players on the other side of the spectrum. These are the sort of players who took Super smash bros and shaped it into the competitive game it's partly turned into today. Smash bros has a great capacity to reward less skilled players with button mashing but also offers intuitive controls and moves for skilled players looking to improve. There's enough diversity in character play styles to suit everyone and give them something to work towards. Our game is addressing this audience with play that will be familiar enough to draw them in, and mechanics and concept that will be interesting enough to keep them engrossed. From testing our art concept so far, it seems that many people are interested in our idea of being able to play as ghosts in a dark, mansion setting. It's very often that we see ghosts and spectral beings as enemies in games. We thought it would be interesting to try to change that dynamic and mesh it with the secondary mechanics we have in store. This theme is also a challenge as the characters need to balance on the fine line between being relatable to people and being too 'monsterish' and losing their humanizing appeal.

  What separates our game from similar experiences to it is the combination of mechanics we have and are working to include. We have the basics of running, jumping, and shooting projectiles, but this is hardly the full extent of our game. We want our game to go deeper than most combat platformers and have heavy interaction with the environment players are fighting in. We want them to be invested in their environment, and to help with that, be invested in their characters. To do this, we are giving players some choices not usually received in typical fighting games. Players will be able to choose statistics and passives for their character. The character is virtually a blank slate until the player gives it a back story and abilities through our drafting system and choice of passives. While these are normal tenants for other genres, such as RPGs or simulation games, it's still a pretty new system to fighters/combat platformers.


  It is in this way that we hope we can show our innovation and integrity. As it stands, combat games like Smash Bros are pretty well-received. The broad range of couch-gamer to skilled pro seems like a great starting point and a proven audience for this kind of game. Many fighters feature eclectic, sometimes strange locales and characters for their settings and theme, so I'm sure we will have gamers eager to dive into a strange, new world like ours and experience what we have to offer. I feel like our game is adding to the future of games that will show the benefits of blending genres and elements that normally would not go together. As games continue to move forward, genres need to be stepped out of and twisted around instead of trying to fit games into specific categories where they might not really belong.  

Friday, October 18, 2013

The Aftermath of Challenging Stage 2

Hello everyone!

I apologize for the lapse in posts lately, and intend to use this one to catch up as much as possible. Short story, we passed through Challenge 2 with little bumps! And we're getting ourselves together to Challenge stage 3, probably the week after next.
This weekend will be sort of a double-whammy for posts as we have a separate assignment to do for the core portion of this class. Let's get to it, then.


So the past few weeks have consisted of trying to flesh out the 'masquerade' concept I talked about in my last post. It's been fleshed out substantially since then. The chef one was left to cool a bit since it was already much more developed. Recently, however, I did do a reboot of the chef's based on some comments from our lead designer. He asked that I give the other chefs more personality in the same way that the green chef (the punk-looking one) had personality. I changed him up a bit too, just for some fun and to give more of a nod to his inspiration (Guy Fieri).




Moving along though, let's continue to the masquerade idea and how it's morphed. We started originally with it at the sort of vague idea of masks having a connection to upgrading abilities in mechanics and such. I took that and ran with it, giving it a little bit of a purgatory/hellish feel. 



Players would choose masks based on how their characters lived their life. This would affect their passive abilities during battle. For example, a person who lived a vain life would have an ability that would go off that would give them a 'shield of their own brilliance'. The downside to it would be something along the lines of everyone's attacks being magnetized to the vain player after the shield goes down, making them take increased damage.




The players would then be fighting on a metaphorical stage where the players would be judged on their fighting skills and whether or not they could ascend from purgatory. Their abilities and skills they could choose would be based on the deeds they committed while they were alive. It had a sort of 7 sins sort of feel to it, especially so with the hell and purgatory themes (when all their lives were lost, the player would fall through a trapdoor with flames gushing out).
Going into class, there were a lot of holes that were poked into this temporary concept (understandably so). Our classmates and professors liked the idea of the masks, and also the hint of character creation in a genre its not usually in. The idea still needed more fleshing out.

So, on Thursday, we got together and decided on our art style. We had a week prior to figure out arguments of the pros and cons of each. 
The major argument against the chef idea, while it was very cohesive, was that when humor falls flat, it falls hard. Several of our group members were very worried about this. We didn't spend as much time fleshing out mechanics and reasoning for the chef game because we had already worked everything out for it, more or less. So we spent most of our time trying to find something for the masquerade idea.

We finally worked our way to an idea we could all agree upon and that had something in it for all of us. We latched more onto the ghostly-qualities of our characters and stripped away most of the religious affiliations and just kept it to sort of an afterlife theme. The players will be selecting ghosts of those who have lived in a house over the many years it has been there. They want to be the only one haunting the property, so they fight, using ghostly ectoplasmic abilities and items possessed with ghostly energy. Being an old house, each item has its history and the person it belonged to. As a secondary mechanic, we are also considering being able to possess objects in the house to hinder your enemies. A common example is possessing a chandelier and having it fall down.


One of the moves we have created, blink, seems to be really favored by players based on play-testing. Because of this, it's picked a lot, which causes balance issues over other moves. Our designers discussed this in our meeting and we played around with the idea of powering the blink down a bit and replacing it with the dodge mechanic we have in already. Players new to playing our demo hardly used the dodge or didn't understand it, so changing it to fit the context of ghosts seemed natural. We thought it'd be cool to have the 'mist blink' ability play into interacting with the environment as well.



Overall, I'm very happy we were able to come to a decision after all of the thoughtful discussion we had. I'm still fond of the chef idea, but I'm happy that we were able to take the masquerade concept and make it as solid. I also really love the aesthetic of old mansions. It's a plus, too, that I can keep the mask idea that everyone was so fond of and continue to work with the ghosts. 

Here's hoping that what we show in class will be met with interest and interesting discussions! Stay tuned!






Wednesday, October 2, 2013

Challenge 2 Prep

We passed Challenge 1! This week in concept art land has been interesting. I've still been collecting research and sort of feeling out different ways to go with the platform fighter.

Based on critiques in class, the chef fight theme still seems to be pretty popular. But, one of the group concerns is that the game could not be the right kind of humorous that we'd like to go for.


Please excuse the bad puns; they do not reflect our team's view of humor
but merely my love of bad puns



We've got a few good designs from going through this concept direction, ideas which could be channeled into a different art direction should we not choose to go this route.

One of the first is the idea of combinations of abilities 'mixing' and creating your super special abilities. Special abilities aren't limited to one set recipe. There's more than one way to make stew, for example. But some things just shouldn't be mixed and made into food...

Choosing certain combinations of abilities creates
certain special attacks; strawberry, chicken, and pumpkin a good recipe does not make

Players can interact with the level to avoid being harmed by it

The second shows a sort of 'spice' system we thought of where players could align their character with a flavor. This flavor could be thrown in the form of a spice which would be used to interact with things in the level. Having the most of your spice in that object, for example the chicken soup, makes it so that when the soup explodes, you aren't harmed because you contributed the most to the recipe.

This conceptual direction won out over the 'painting' direction, as can happen. 

'Hello Darkness, my old friend'

There was appreciation for the fact that these sorts of art styles aren't seen in games, but I came to find that might be for good reason; they're hard to reproduce successfully. So in the interest of our team and time, I decided to stop pursuing it. We shall spare a moment to shed a single tear for the melted clocks and Dali-esque long legged monstrosities that won't be given life this semester.


As much as I am fond of the chef fight concept, not everyone is totally on board with it. I made two quick sheets to see if there would be interest for the ideas. The first was an origami theme, with the abilities being based on animals and elements. And the second is based around a masquerade theme. The masks could possibly have some connection to upgrading abilities or affecting their properties, whether they be based on animals or maybe elements.



Sources for images on the bottom row: 1234

 I figured stages would be good for possibility for interactions with the players as a mechanic (i.e. the stage opening and closing to show new setups of platforms or introduce a mechanic similar to the enemy one in the chef theme). I also just really like masquerade masks and fancy ballroom clothes as an aesthetic. I thought it might be cool to go sort of Phantom of the Opera-esque. I'm hoping these aesthestics will be interesting for the player and something of a draw for the game.

I think this game's place in 'game culture' would be that of the interesting fighting game. There are many very fun fighting games, and while this one isn't a traditional fighter (focused more on platform combat than melee), I still want it to have the flair of games such as Skull Girls or the quirkiness of Power Stone, both games that I enjoy very much, for their game play, style, and characters.
The game that ours is most similar to would be Super Smash Brothers (Melee and Brawl), which were received rather well in gaming culture. In society, it seemed to garner a pretty good reputation, probably from the fact that all of it's characters are more or less pretty well known. People seemed to take on pretty easily to the mechanics of the game itself though. The base part of button mashing (as is wont for every fighter) was satisfying for those new to the genre, while there was still enough nuance and material for those who dug deeper into the game.
For our game, we want to have that kind of dual interaction. We want there to be enough for the button mashers and frantic fighters to enjoy the game while having depth and deeper mechanics for people familiar to this genre. 
I'm really enjoying coming up with these ideas and I feel like we're very close to deciding which to move forward with for the end.

Stay tuned for next week where we are possibly going to face Challenge 2 with our newly locked in game art direction and fine-tuned concepts!