Homework 6 Theme and Elements
- Four each of the four elements of the Tetrad, explain
how it is addressed by your game. If one of the four elements is not used,
please state this.
- Mechanics - In the game the user will be able to move
back and forth side to side and will be able to jump. He will not be able
to crawl, run, swim, climb and a whole host of things. The game is not a
high action game so this should not be an issue with the game play.
- Story - The
game has a story but the player may not be able to learn all of it due to
amount of time to develop.
- Aesthetics -
I am not sure. We have a design that we are going by as to how the game
will look but I am not sure how close we will be able to resemble the
look and feel of the design.
- Technology -
The game is going to be a PC based game so the player will need to have a
PC which should not be too hard for the player to find.
- Do the four (or less) elements work towards a current
theme? (I am not sure how to answer this question)
- In your own words, describe the meaning of a
"theme", and how does it differ from an "experience"
- Theme - the theme is the overall idea behind the game.
In the reading the Pirate life was the main idea, the theme, behind the
ride. The theme is incased in the details the player will encounter and
it is reinforced at all opportunities.
- Experience -
the experience is the actual feeling when you play the game or ride the
ride. The feeling you get when you imagine being in the player
character's shoes creeping down a dark hallway.
- What is your game's theme? The game's theme has a
supernatural essence to it. It looks rather plain on the surface buts as
it moves on things start to change.
- What are the elements in your game that are meant to
reinforce this theme? The setting is already a bit spooky, a deserted
mining town miles from civilization and the player begins seeing
"visions" when he takes pictures of certain objects.
- What is it about your game that you feel makes it
special and powerful? I think the game has its power in making the player
think and wonder what they will find next.
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