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vision statement

By joe Barnes & Melanie Wider

Goal:
Incorporate typing into an action game. The advantage of using the keyboard is that a large number of people are already familiar with it. An alternative keyboard, with fewer buttons, might also later be a solution depending on the needs of the game. One of the requirements of this type of game (and a feature in our own design) is a highly interactive world – to keep the player’s interest.

A part of our design concept is to make a typing game as fun as possible, because most games which involve a keyboard are strictly for educational purposes (not counting MMORPGs), and do not hold the attention of the user beyond the goal of “teaching” them to type. One of the ways we intend to keep the user’s interest is to include a dynamic feedback system within the game itself which allows the player to immediately see the results of good hand-eye coordination in the way that the game world becomes richer in response to good performance.

The most interesting part of this design is, we believe, the uniqueness of both the interface and core mechanic. Though both of these draw on other, preexisting games for their inspiration, they become greater than the sum of their parts when incorporated into our design.

Descriptive Notes:
The player in our game will be creating a world through their typing in order to further the story and accomplish goals within the game universe. The player will be introduced to the mechanics in a tutorial which is not time-limited. During play, the user will be faced with a time limit to create elements of the world as he battles the antagonist(s) for control of a mind, a soul, and the meta-physical world.

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