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.  

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