Gallery ReflectionThe gallery was actually not what I was expecting at all. I was planning on a night full of embarrassment and disappointment as people played the buggy game, but instead it turned out to be a pretty fun and insightful eye opener to the world of design. Talking to industry professionals about my game really made me feel better about it as they gave constructive criticism which on a whole was rather a rather positive thing. As the night concluded I walked away with more knowledge about my game and the realm of design. I would consider the game a small success as I overheard one of the many players say "I don't trust that one" (referring to the shrines of course). My main goal was to make players feel trust in the shrines, so to hear someone say that makes me feel like a did what I set out to do, maybe not to the extent that I wanted, but still. Game ReflectionThe reason trust didn't make a full appearance in my game is due to - in my opinion- the fog lacking the fear it was meant to bring, the camera being very unreliable, and the actual game being very brief in the sense that I didn't build the story or the bond between the characters enough. The fog was intended to be this malevolent, demonic thing looming behind you trying to kill you, it was meant to be scary. A huge inspiration for the design of the game and the fog was Steven King's "The Mist". The fog instead took the form of a shallow, almost comical 'wall' that was chasing you very very very slowly. It didn't invoke fear in the slightest. I was reading an article on psychology of fear and what creates it with a focus on the films industry. Something interesting was that a main reason people embark on journeys of fear is due to the social factor; being scared with friends is appealing whereas being alone and scared is something we tend to avoid. Atl and Ollin was a multiplayer game and thus contained this social interaction, the only problem - as I said before- was that the factor of fear was too weak. If I had more time I would have definitely refined the way I thought the players, even putting instructions in clear text was not enough to teach some people who played. On thing I need to keep in mind is that when people play, it is their first time ever experiencing my game. In hindsight, I wish I made the game way simpler than what it was; in terms of workload and complexity as a whole. If you look at the title of my 7th post it perfectly sums up what I mean. I often get caught up in adding as much as I can to the game instead of focusing on communicating as much as I can, I tend to drown out meaning with visuals. Unfortunately I fell down the same rabbit hole with Atl & Ollin. Who Manages the Manager? *space-time violently rips in half* |
What is this BLOG about?This is basically my thoughts and whatnot as I improve as a Developer. Archives
June 2017
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