Friday, November 12, 2010

The Interaction Design

On the subject of interaction and game play I've had a brainstorm on what I want to achieve with the game play and I decided on a couple of key game play mechanics to go about making it happen.

The game is not just a normal shooter, as i want to have Leveled game play where the player gets rewarded experience to Level up his/her character with different skills and powers. Some skills will be weapon based, leveling your damage with different weapons from ranged to melee. Other skills will be power based like firing Lightning from your hands etc, every skill you chose gets stronger as your character's overall level increases. The Leveling isn't just for the good guys either, the enemies also level making them harder and more resistant too different attacks(Skills) your character has. Different enemies would have different resistances, eg. some enemies would be more resistant to bullets while others to elemental skills, this creates the risk when leveling because selecting a skill becomes critical to defend certain enemies.


Another game play mechanic which will be featured is Action Points. The way action points effect game play is great, Instead of having a set amount of "ammo" for a skill, your skill has a regeneration. When your action points equals zero you have to wait for it to recharge, the recharge wouldn't be long, as not to slow down game play reducing the intensity but not quick enough to have limitless power. The recharge would be some where in the middle, where waiting for it to recharge could result in death if you don't use them wisely. Having the action points would keep the intensity high as you can use skill more regularly, instead of using it up and having to find more "ammo".


Resource management is a game play mechanic used in most RPG. The main focus of
Resource management to collect different items, maybe amour, heal or weapons. Having this game play mechanic adds another level of customization and attack/defensive advantages/disadvantages.
Certain amour and weapons suited to a style of game play may not work very well against a certain enemy type and vise-verser. Resource management would also be affected by the leveled game play, giving better amour and stronger health pots etc.

The great thing about all the above game play mechanics is there always in effect, giving the player more control over the say of there characters skills, attributes and appearance. All of these game play mechanics have a form of risk and reward associated to it, which in-turn heightens the game experience for the player and leaves them wanting more.

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