Count to Omnipotent The Cube that Could Documentation Game Development Methodology Alexandre Pimentel 70554 Competion and Domain Analysis Puzzle Games Puzzle games have existed since long before computers exist. The word puzzle itself was first mentioned in the late 16th century, but back then it was simply used as a verb, as a synonym to the verbs confound or perplex. In the 18th century, the first Jigsaw puzzle was created with the objective of testing one’s memory of the world map1. The word puzzle started being used as a way to mention “a toy with the objective of testing one’s ingenuity” only in the 19 th century2. After that, puzzle games took many forms and in the late 20th century they arrived to the electronic world. In 19843, the first well-known puzzle game, Tetris, was created. To this day it’s the most sold game of all time4, and part of the foundation of not only puzzle video games but every video game created. Fast-forward to today, the puzzle game genre is one of the most profitable in the mobile industry. Candy Crush Saga is one of the most profitable mobile games ever made, making 500k dollars per day5. This is an example of a pure puzzle game that became successful with its monetization solution and connection with social networks. However, puzzle games are not all that simple. Take games like the Portal franchise, Lemmings, Fez, Braid, Limbo, Thomas Was Alone, Catherine, Scribblenauts, World of Goo, L.A. Noire, Monkey Island, Monument Valley, Fahrenheit, Contrast, etc. which in essence, gameplay-wise, are puzzle games but most are also an adventure. This is what Count to Omnipotent aims to be, a thoughtful experience and not simply an arcade-like game. Taking the competition into account, these are the most direct comparisons: Thomas Was Alone: Similarities - Similar concept in story and puzzle solving Puzzles are quite challenging at times Simple graphics Differences 1 2D Gameplay includes multiple characters that don’t change Requires reaction Can only control the characters https://en.wikipedia.org/wiki/Jigsaw_puzzle http://www.archimedes-lab.org/puzzle_etymology.html 3 https://en.wikipedia.org/wiki/Tetris 4 https://en.wikipedia.org/wiki/List_of_best-selling_video_games 5 https://thinkgaming.com/app-sales-data/2/candy-crush-saga/ 2 Strengths - Really interesting story with a strong message Is connected to the real world with its story Puzzles are mostly fun Good atmosphere provided by the music and voice acting Weaknesses - Can be frustrating with some nearly pixel perfect puzzles Sometimes too simple while others too complicated Changing characters can be annoying Rubek and Cubrick: Similarities - 3D Simple puzzles Simple aesthetics Differences - No story Can only control the character It’s always a cube Strengths - Simple controls Gets increasingly difficult as you play Concepts are properly introduced Weaknesses - Little depth, concepts are introduced in the first few levels Monument Valley: Similarities - 3D Can manipulate the level Linear puzzles Differences - Only one character Complex structures in the levels “Plays” with the camera position by creating illusions Strengths - Aesthetically pleasant Great music and sound effects Weaknesses - Animations can take too long since it’s all about the visual experience Can be really confusing In the real world, the best possible comparison are shape-fitting or shape-sorting games, for example: 6 6 https://images-na.ssl-images-amazon.com/images/I/61AqR2UH41L._SL1500_.jpg Stakeholders Players: The players are anyone who already plays a game. Anyone who solves either virtual or physical puzzles can be considered a player. These are the people that will find this game by themselves and eventually share them with friends or family. Competition: The competition are the puzzle games that the players already play. These affect the sales of the game and will be affected by the existence of the game. Developers and Artists: Developers and artists are the people who make the game. In this case, it’s the people responsible for the entire game, from concept to final result and anyone who created the engine and tools to be used for the game. Children and Parents: Children and Parents are directly connected to each other. They both can find the game or be told about it and share it with the other. Parents can search for games to let their young children play, while Children can show their parents the games they’re playing. As the game is not aimed at any specific age group, both are stakeholders. Friends: Friends, much like family, can share the game with anyone. Since the game is a puzzle game, it’s rare to get media coverage, which means word of mouth is the most important way of getting as many people as possible to know about it. Teachers, colleagues and MOJO participants: These are the people who the developers will get in direct contact with. While the teachers evaluate the game and the colleagues can give their opinion throughout the development, the MOJO participants can be the biggest leap outside of the educational zone. Player Personas Name: Matt Roberts Gender: Male Age: 31 Background: Born in England, works in the U.S.A., has 2 kids he sees only in the weekend Profession: Flies all over the world, making a lot of money Favourite games: Puzzle games he can play on his phone, all of them Currently playing: 200 different puzzle games Player type: Mastermind Interests: Business, Travel, puzzle games Context of play: Plays on every flight he takes and with his children on the weekends Goals: Plays to keep his brain working Activities: Sells stuff, travels and plays puzzle games Knowledge: Give him a puzzle and he will solve it Skills: Can play Tetris blindfolded Limitations: Can’t play any other type of game Name: Lara Léger Gender: Female Age: 8 Background: Lives in Marseille, goes to school, plays Minecraft Profession: Student Favourite games: Minecraft Currently playing: Minecraft Player type: Survivor-Socialiser Interests: History and videogames Context of play: Plays every evening when she gets back home from school Goals: Have fun Activities: Eat icecream and study Knowledge: Saw her dad playing Minecraft before she could even talk, is now a master at it Skills: Finds diamond blocks in a new world in under 5 minutes on Minecraft Limitations: Her parents can’t get her to do anything else at home Name: John Baker Lutece Gender: Male Age: 24 Background: Born and living in Portugal, studies Computer Science while working full time Profession: Student and Consultant Favourite games: Portal 2, Metal Gear Solid 5, Bioshock Infinite, The Last of Us Currently playing: The Witcher 3, Doom Player type: Mastermind-Seeker Interests: Videogames, music Context of play: Plays at home in the evening and in the weekends Goals: Plays to relax and live otherworldly experiences Activities: Plays and makes videogames Knowledge: Knows many games, expert in problem solving Skills: Attention to detail and quick thinking, can fix pretty much everything Limitations: Can’t beat a boss in Dark Souls without dying at least 20 times, has terrible reflexes, doesn’t remember anything he’s told to do Focus Group Description General feedback from contacted potential players Most people liked the idea but don’t see how the level manipulation will contribute to the gameplay. The suggestion is to include a post-game level creation system instead, which I think is not a bad idea but may defeat part of the game’s idea (especially the story). One person suggested Monument Valley as one of the games in the competition since it fits in the level manipulation and the general aspect of the game. Everyone else considered the competition accurate and liked the idea. The main concern of anyone I contacted that has also made videogames seems to be the complexity of the game itself. The Focus Group Guilherme Pereira – Type C (The Yes or No) Motivation – Challenging the mind; the tutorial/introduction caught his attention Capabilities – Has a low tolerance to puzzles different from the ones he already knows or timed puzzles Knowledge – Plays any puzzle as long as he quickly understands the mechanics Context of Play – Always alone at home, but likes to compete with the computer BrainHex – Conqueror-Achiever Rodrigo Portalet – Type A (The Skilled) Motivation – Wants to feel like he can achieve the goal while training his problem solving skills Capabilities – Can solve any puzzle with persistence, even if it takes hours Knowledge – Plays any type of puzzle except puzzles related to horror games Context of Play – Depending on the puzzle, wherever it can be played, but usually alone BrainHex – Achiever-Mastermind Sancho de Mascarenhas – Type A (The Skilled) Motivation – Wants some relaxing time Capabilities – Can solve any puzzle with persistence, even if it takes hours Knowledge – Plays any type of puzzle except timed puzzles (which he doesn’t like) Context of Play – Depending on the puzzle, wherever it can be played, but usually alone BrainHex – Socialiser-Conqueror Rui Silveira – Type D (The “If I Have to Play it…”) Motivation – A calm and relaxing experience, with little emotion, that is challenging to the mind Capabilities – Average player that doesn’t play puzzle games that much Knowledge – Doesn’t really know much about puzzles since he doesn’t play them Context of Play – Prefers to play in groups instead of alone BrainHex – Conqueror-Socialiser Bruno Rocha – Type B (The Brainstorm Casual) Motivation – Challenging the mind (easy games are not fun) Capabilities – Slightly above average, it doesn’t need to be too complicated to be challenging Knowledge – Plays any type of puzzle except timed puzzles (which he doesn’t like) Context of Play – Usually plays alone but likes doing puzzles with others BrainHex – Survivor-Socialiser Play Scenarios John gets back home after a long day at work. He finds some time to play the game on his new computer but as he launches it he realizes his graphics drivers are not up-to-date yet and the game looks very glitched. He decides to give up and leave it for another time. Lara arrives home after school. After playing games for hours, her computer stops working. She asks her dad to play on his computer but it’s not very powerful so can only play simple games. Her dad searches for something that he could install for her on his computer and finds this game. She starts playing it and actually enjoys it. Matt finds the game while on his daily search on game stores. Apparently he can’t play on his phone so he decides to try it out during the weekend when he’s with his kids. He installs it on their computer but after a few minutes into the game he figures it’s better if played by just one person, so he asks them if they want to play something else together instead and they do it. Matt forgets about the game but his oldest kid picks it up again during the week and, after completing it, tells his friends about it. Game Experience Goals To make people aware of the game, it should be appealing visually with its simplicity. The graphics should not be too complex, but should still look sharp and well-polished. The first experience should be simple and leave the player wanting to continue. The objective is to introduce the story and basic gameplay during the first few seconds. While the game is based on levels, there should be a flow that doesn’t feel cut off when every level ends. However, the player should feel more motivated at some points than others, and should not feel overwhelmed by new concepts every minute. Even though progress is necessary, the player should feel able to stop playing at any given moment without forgetting everything he learned for the next gaming session. Like with every other game, it should get increasingly difficult and the player should feel a sense of accomplishment when finishing the game. The player should feel mostly enjoyment and curiosity towards the next level and the story of the game. In no moment should the player feel stressed or demotivated to continue. The game should have an interesting story in the sense that it should not be too easy to understand nor too simple, and should be a key aspect to understanding the gameplay of the game. The ever-evolving cube, the main character, should have a connection to the player and react to his actions, helping him or simply complaining when he’s doing things wrong and also be amused when he does things right. The cube should have a complex personality of its own, regardless of not being visually complex. Gameplay Loops General Gameplay Loop 1) Shape is in a position in the level 2a) Player chooses a new shape 2b) Player keeps the same shape 3a) Player moves the shape to a new position 3b) Player tries to move the shape to a new position but is unable to (wrong shape selected) 4) If the new position is the end of the level, go to Level Loop Level Loop 1) Player finishes level 2) Transition from one level to the next 3a) If not end of the game, go to General Gameplay Loop 3b) If end of the game, load end credits Story Loop 1) Player reaches a certain checkpoint 2) Show dialogue Repeat for every checkpoint Problems to solve with prototypes Level transition (Level Loop) Level layout (General Gameplay Loop) Level components (General Gameplay Loop) Story script (Story Loop) Simplify level creation
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