Cycle 3: Activity 5 – Interactivity and Choice

Task 1 – Key goals and Hierarchy 


Task 2 – 5 Goals and Player Stories 

Physical Coordination

Goal: Traverse the level and reach the cell door to escape.
Challenge: Navigating through obstacles and using the environment to avoid enemies.

Pattern Recognition

Goal: Avoid enemy/spotlight patrols.
Challenge: Recognise patrol routes and spotlight patterns of movement.


Goal: Reduce enemy numbers.
Challenge: Sneak up on enemies to attack them.

Goal: Escape enemies if you get spotted.
Challenge: Break line of sight and hide from enemies.


Goal: Find the key to the exit door
Challenge: Search the level to find the key and unlock the door

Task 3 – Challenges and Choice 

Avoid enemies and spotlights:

Choices available for the player are to kill the enemies or to get past them by using the glow sticks to distract them. These choices are conveyed to the player by showing them examples of this previously in gameplay. To distract the enemies the player can use glowsticks whereas they can attack enemies to kill them.

Escape Enemies when Spotted:

Choices available to the player are to either attempt to fight the enemies or to escape them. Based on these choices the player can run and hide from the enemies until they go back to patrolling the area or they can attack them. These choices can be shown to the player through UI elements and previous experience. Feedback is provide to the player by UI alerts and changes.


Task 4 – Storyboard 





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.

Cycle 3 – Activity 3: Gameplay & Player Stories

Task 1

Player assumes a role of a prisoner escaping a prison. The environment is near pitch black and the player is provided with a source of light such as glow stick, torch or flashlight. The goal of course is to escape from the prison using their given source of light to navigate around the area. Player has the ability to control their source of light as well as the option to attack the guards. They must find a key to exit the area as the exit door is locked. The light is source is limited as in glow stick has a limited quantity, torch and flashlight has their limited usage time.

Task 2

Game Concept Statement

The goal of the game is for the player to reach the exit. In order to exit and achieve the goal, player must manoeuvre the near pitch black area using the provided source of light, avoiding or attacking guards is preference. The challenges of this game are the guards patrolling the area, locate the hidden key to open the exit and the limited vision the player has. The game took place in a prison where the player is a prisoner trying to escape that prison.

Task 3

As a player, I have to manoeuvre the dark environment in order to find the exit.

Playing as a prisoner, I have to locate and take the key to unlock the exit and escape.

Playing as a prisoner, I must use my glow stick or flashlight to illuminate the area around me so I can see what’s going on.

Playing as a prisoner, I must avoid getting caught by the guards patrolling the area.

As a player, I must be conservative of my light source so that I don’t run out and make the game harder.

Playing as a prisoner, I can use my fist to knock out the guards so that I can pass through.

Playing as a prisoner, I can hide and avoid getting caught by the guards so that I can pass through.

As a player, I must avoid the guards so that I don’t get caught and lose the game.

Playing as a prisoner, I must throw around my glow sticks to see further ahead of me.

Playing as a prisoner, I must recollect my thrown glow sticks to restock my resources.

As a player, I must  wait some time for the my flashlight battery to recharge so it can be used again.

Task 4

The target audience is Bob, who has an interest in indie games and also very versatile on considering what game is fun for him. He can play game up to 3 hours each session and his iPad is one of his gaming platform. Starcraft was one of his favourite game, the aspects of strategy, conservation and patience is similar to what our game has.

Our prison escape game is considered an indie game, which will attract Bob into playing it on his iPad.

Each stages in the game does not take very long to complete, considering his available playtime, he can explore the whole game within his time limit. While the game stages can be small, the game can still be very enjoyable as the time and method of completing one is entirely up to the player’s skill.

Bob, who likes to play Starcraft which require strategy, conservation and patience, will also like to play our game as it contains those same aspects Starcraft has. He will like the overall mechanic of using the given light source strategically.