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Thesis Proposal B

Thesis

The dual skill collaboration game play mechanic

My design philosophies or an area that I wish to explore

There are many games on the market that involve multiple players interacting in the same environments and enjoying game play together. There are many situations where players become very skilled at the game mechanics. Typically this is due to time invested in the playing experience. This is a good thing, but at times can alienate players that don’t have as much time to enjoy the game. Essentially they get left behind and the game can become less enjoyable because the chances of success reduce exponentially. In this same light, simultaneous game play between a skilled player and a novice player - for example, a father and a young child - can be unappealing due to the gap in game experience levels. The child learning to use a controller, as well as learning the game mechanic, can be very slow in comparison to the father who has had a lot of previous game experience and can move quickly to progress through the game.

Relevance and extending my current field of discipline

It’s important to devise a mechanic that includes individuals in which there is a wide gap between experience levels to enjoy game play simultaneously.

Fresh and profound approach to a subject of consequence

My thesis will introduce a game play mechanic that includes both a skilled player and an unskilled player simultaneously by mapping two character play types to a single game.

Methodology

I will develop a small game to demo a mechanic that works for both experience levels. The demo will include a ground character that will need to have a fair amount of skill to progress through the obstacles of the level and a float character that has a more simplified control schematic that allows a novice player to aid the skilled player in the completion of the level. As the skilled player progresses through the level there will be points where they will require assistance to reach the next goal. The float player will be the catalyst for progression. The float player will be able to reach areas the ground player cannot - unlocking items, releasing traps or navigating through a maze.

Scope

The scope of this project is large but manageable if planned accordingly. The majority of early development will focus on the mechanics and game play elements rather than aesthetics. The main purpose for the thesis is the proper execution of the game play mechanic. By keeping the quantity of game assets low and simple I will be able to manage the scope of the project. Of course, the elements that are designed for the demo will be well designed to specifically support the game play.

Conclusion

Far too often families struggle to enjoy games together due to the varying experience level of the individuals that make up the family unit. Developing game mechanics that include different experience levels and encourage communication can heighten enjoyment increase game immersion. The greatest satisfaction will be the communitive fun of the gaming experience.

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