Journal 5-Week 5
I feel like games now are meant to jar the player away from the expectations of playing a game. A game is designed visually to look a certain way in order to break the traditional format of a game. This can range from everything being text-based to everything being real-time or cinematic, instead of the formula of breaking a game sequence to play a cutscene or story visual. Considering the Tetris example, there is a game called Hatred, in which you play as a serial shooter terrorizing the community. The mechanics are similar to that of a regular shooter as you need to aim and move in real-time from a third-person point of view, except that you are killing people.
Games are like other forms of media, a lot of ideas are already taken up. Regardless of whether games try to feed into or jar the player's expectations, the games need to look like what they want to look like. In the case of Hatred, the colors need to be dark and lifeless regardless of if the mechanics are the same as any shooter. In an RPG, the colors need to be lively or designs have to have some fantastical element to them regardless of it the game tries to be different or not.
GD 201 Accentrik (Anil Balram) Digital Games Game Prototype
Status | Released |
Author | Accentrik |
Genre | Role Playing |
More posts
- Full Game Design Document-"Conflict"May 23, 2021
- Journal 7-Week 7Apr 12, 2021
- Prototype MechanicApr 12, 2021
- Journal 6-Week 6Apr 05, 2021
- Game Document Page 6- Gameplay ExperienceApr 04, 2021
- Game Document Page Five-Character & ControlsMar 01, 2021
- Game Document Page Four-Story & SettingMar 01, 2021
- Journal 4-Week 3Mar 01, 2021
- Journal 3-Week 2Feb 20, 2021
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