Cycle 3: Activity 1 – PX Goals

Task 1 – Initial PX goals:

“Players will have to coordinate themselves and plan out their actions to win.”

“Players will face enemies stronger than themselves so they have to strategize to win.”

“Players will have a limited resource they must use sparingly, however it is necessary to complete the game.”

Task 2 – Favourite Game Ideas:

Game ideas that the team felt fit the player experience goals:

  • An Artillery Strategy Game similar to “Worms” where the player has to manage a number of playable characters and resources (ammunition) to win a team fight against a similarly structured team. We believed this would satiate the desire for some level of strategy that target audience “Bob” shows in his gaming choices as well as being the kind of game he could play for a short time on his iPad.
  • Our other idea was a Stealth platformer focused around the use of light to navigate the level with the limited resource being a set of glowsticks the player character carries with them which helps them see more of the level but also draws the attention of enemies. We felt “Bob” might appreciate a game like this when he’s not playing FIFA and exploring indie games for something different. Additionally we felt that this encapsulated more of a big idea/concept that would stay relevant and consistent throughout gameplay.

Task 3 – Final PX Goal:

Our studio’s final PX goal is as following:

“Players will need to use a limited resource sparingly to strategize and outsmart stronger and deadlier enemies.”

Task 4 – Reasoning:

We decided on our PX goal and the Stealth platformer, because we believe as a team that this is the kind of game our target audience “Bob” would play when he’s not playing FIFA 16 and experimenting with indie games. It’s the kind of game that would fit his short play sessions and would possibly be an option for him to play on his iPad given its relative simplicity. We also felt this idea allowed for the implementation of the concept throughout the game and make these concepts present throughout the game without it being “drowned out” by other concepts and mechanics to deliver a fun and “easy-to-pickup” kind of game.

Task 5 – Type(s) of PX goals:

Cognitive processes regarding visually processing and analysing the level and enemy/hazard movements to predict where they will be next. This adds to the gameplay aspects of effectively using limited resources due to identifying situations to use these scarce items.

Physical player experiences regarding speed and agility to navigate the level as well as accuracy to throw glow sticks in the right location as defined by the player. As this adds to the second aspect of strategy by effectively executing the strategy though player skill.

Task 6 – PX Nature Importance:

A Player experience of this nature is important regarding the two game ideas as some  form of strategy and managing resources make up key mechanics of these types of games despite their different overall genres. In regards to the target audience “Bob” he has shown a favouring for games with some level of strategic gameplay of varying intensity and a PX goal like ours focuses more on this rather than just player skill.


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