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Writer's pictureDavid Merritt

Week 3 - Some things come together, others do not.

This week, my team decided to move forward with figuring out our second concept idea; The Western. We started out with only one base idea: a western set game in which the inhabitants are animals (including you). Think "Rango" if you will. The problem is that we didn't have any more than that for gameplay hook (or even gameplay at all for that matter). This is where we began. A lot has changed since that point. Early on in class during our sprint planning, we decided on what we would like this game to be. Out of that came a focus on a more narrative experience filled with solving mysteries as the new sheriff in town to solve a dastardly crime. Combat would be included but would likely be a small part of the player experience.

Now comes the tricky part ... how do we build and prove such a concept is viable in under a year to make for a game? At this point, I'm not sure if it could be or not. This makes the 'Atom-Punk' game concept (our first game idea) much more appealing to me personally - simply because I think it's more viable and safe. That said, I wonder where the line is, and if I am crossing that line of playing it safe and not taking risks. I want to be a wise risk taker. That means not jumping into projects blind. The team has little experience with narrative experiences in games, though I have full confidence in my designer to write a great narrative scenario. It puts a lot of pressure on her, as our sole designer though. She would be the primary bottle-neck to look out for as a project of this nature unfolded.

As it stands, the team is going to present our concept and ideas to the class tomorrow and see what gets said. We're then going to decide on one or the other to push forward with into further conceptual and deeper development and planning. As it stands, I think the entire team feels that the 'Western' game has more heart and would be more rewarding if successful. That said, we also all feel as though the risk may be too much to validate further work. It's a game that would likely have to be handcrafted from the ground up. This project has to have a working demo in 10 weeks. Just writing that gives me the willies. At the same time, I am confident in my team. If there is a group of people in our class who can pull off something great - it's them. For now, I'll have to wait and see what happens tomorrow and how my team responds to that.

On the plus side, I did get some advise from the industry professional talk with the producer today on limiting the risk for a narrative based game. Some points she made clear was:

* Have the narrative script as early as possible in it's entirety.

* The designer should know and have purpose of each scene and the overall story. This includes what emotions the player should be feeling.

* Limit the story (she said keep it in the vain of a short story rather than a novel)

* Use environment to tell the story as much as possible over dialogue

* Set the main story-line first. Any side-quests should only come when that is done.

* The first 15 minutes of gameplay must hook the player.

Some of this is fairly straightforward but I am grateful to have the advice. It gives me more to talk to my team (particularly my designer) about tomorrow.

Until next time.

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