Thursday 30 September 2010

RAISING THE ISSUES.

Yesterday the group had a mass talk about how everything will tie in with each other. In the process of this we came up with numerous issues that would inconvenience the flow of the game.

Such issues as:


  • - Is it wise to make the game multiplayer only?
  • - If playable solo, how would the player be able to hold his own if its a strictly team dependant game.
  • - Take away the dedicated team element and its USP is diluted into becoming a regular hack n slash.
  • - Are we limiting ourselves by having such a huge thought out narrative concept within an simple and specific game play genre.

We had a word with Adrian, (our new lecturer) asking what he thought on our situation as we brought up our issues and apparently the idea we had wasn't as original as we thought. What we failed to partially realise was that the elements we were talking about using are still borrowed from existing genres that we have just mixed together.
The only thing making this different from any other hack and slash game is its visuals.

It was also pointed out that, with our somewhat artistically rich concept, we were in effect suffocating the creative scope by putting it in a very closed off game style.
We were basically trying to fit a story driven concept to a mindless beat-em-up game, as opposed to selecting a game style that best compliments the concepts rich world.


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