1. For each of the four elements of the Tetrad, explain how it is
addressed by your game. If one of the four elements is not used, please state
this.?
Mechanics: So for our game, we plan to to make use of the first person format in a seemingly free-ranged setting. The perimeters exist as an office building that the player starts off in, however, we want the player to be able to roam within the office building constraint. Our gameplay will consist of shooting various enemies and hacking your way to the top of the office building. The hacking will be a typing based mechanic completely forwarded through use of the keyboard only.
Story: Lots of ideas have been thrown around for this so far. I conveyed to the rest of my team the importance of this element. I pointed out that it gives the game a driving force, a sense of motivation to follow through with the game and its mechanics. One of the more solid ideas for a story developed off of the plot from iRobot. I love the idea, but we'll need to find a way to maintain originality if we decide to keep that basis as our story.
Aesthetics: There have been a lot of ideas for this as well. Three out of our four team members are skilled in this field. That being the case, our game will certainly have a well designed and consistent aesthetic appeal. In terms of artistic style, we are leaning towards a more cartoon/comic/quirky style; though we want to maintain some realism to provide balance for our realistic setting and mechanics. Sound and music design will be upbeat, overdriven, and somewhat futuristic/progressive.
Technology: Well, for one thing, we are obviously using the blender game engine on various laptops and desktops. Paper, pencils, ect. Also, for audio and midi recording we will be using an Mbox2 interface and Protools 8LE. Any other technologies aren't intrinsically important enough to name.
Story: Lots of ideas have been thrown around for this so far. I conveyed to the rest of my team the importance of this element. I pointed out that it gives the game a driving force, a sense of motivation to follow through with the game and its mechanics. One of the more solid ideas for a story developed off of the plot from iRobot. I love the idea, but we'll need to find a way to maintain originality if we decide to keep that basis as our story.
Aesthetics: There have been a lot of ideas for this as well. Three out of our four team members are skilled in this field. That being the case, our game will certainly have a well designed and consistent aesthetic appeal. In terms of artistic style, we are leaning towards a more cartoon/comic/quirky style; though we want to maintain some realism to provide balance for our realistic setting and mechanics. Sound and music design will be upbeat, overdriven, and somewhat futuristic/progressive.
Technology: Well, for one thing, we are obviously using the blender game engine on various laptops and desktops. Paper, pencils, ect. Also, for audio and midi recording we will be using an Mbox2 interface and Protools 8LE. Any other technologies aren't intrinsically important enough to name.
2. Do the four (or less) elements work towards a current theme?
Essentially, yes. Our developing theme is a thrilling infiltration and escape of a futuristic, evil-spy-network company.
3. In your own words, describe the meaning of a "theme", and how
does it differ from an "experience" (see book for examples in
Chapters 2 and 5). To me, a theme is a focus. It's like the chorus of a song. It's your ultimate mission statement. It's what you want to relay to your audience.
4. What is your game's theme?
A thrilling infiltration and escape of a futuristic, evil-spy-network company.
5. What are the elements in your game that are meant to reinforce this
theme?
The hacking mechanic, spy guns, the music, and hopefully the art style.
6. What is it about your game that you feel makes it special and powerful?
The type-based hacking mechanic should spice up the cliché fps and give it some more versatility. Also, the aesthetic appeal should be refreshingly charismatic and quirky.
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