Aspects Of Play - Fragmant Of A Game Proposal


Once i had Researched a variety of games and looking at the ways Caillois and Csikszentmihalayi analysed gameplay I came up with a proposal of what type of game I was aiming to make.
Aspects Of Play Proposal

After playing a range of games across all platforms I have decided to create a game that will combine the aspects of Crash Bandicoot, Super Mario Bros and Assassins Creed style of play.

The game will be a simple forward path level as featured in Crash Bandicoot and Super Mario Bros allowing players to stick to a set path to the finish.


Also the player will be able to move backwards to set points of the level in case there is something that they may have missed.
Throughout the level there will opportunities to jump up to higher level platforms given the game a sense of height and allowing the player to explore other possible paths to reach the finish. Giving the game this aspect will allow the player to see what lies ahead of the level as featured in Assassins Creed where players are given the ability to climb buildings and see their surroundings.
  To keep the game simple the camera will be in a set position looking down at the player at 45 degree angle and will not rotate but will track the player as he/she moves though out the level. This style of camera tracking can be found in games such as Crash Bandicoot, Spyro and most driving platform games.

 
Whilst the player moves within the level some obstacles will block the players path making them find an alternative route while other objects will hit the player a cause the players avatar to be destroyed. Resulting in making players restart the level from the beginning and trying again.



 The Movement will consist of basic controls; forward, backwards, sideways strafing left to right and also the ability to jump in all these directions.
One of the key points of the game will be that within most game environments the objects and obstacles throughout the level restrict the player from accessing certain areas. My idea is when the player accesses a set item or state within the game is that is gives them the option to destroy all the objects in their path, an example of this can be found in games like Mario for the DS.
The theme of the game will be set out in a scrap yard style with wreckage of broken down machines and spare parts. The player’s avatar will be an old broken down robot trying to repair its self by finding hidden items and gradually making its self-stronger. Whilst being confronted with many obstacles and blocked paths the robot will also be able to destroy all the game objects in its path giving the player more freedom to find a new path. This will only be accessible by a set item within game that the player must locate and use wisely.


For the visual reference I will be mostly looking at many types of ways robots have been designed and scrap yard environments. One of the best references I will be looking at is the film Walle as the film closely resembles the game environment. Also I want to keep the game looking 2D with block colour and black outline but within a 3D surrounding.