Wednesday, 2 November 2011

Mini Brief and Research

 After getting feedback from a few friends, I decided the best idea which was the most original and unique was the 3D Puzzle RPG, pirate themed. We were set the task to create a min brief on our game, and I mocked together this presentation:


'Ghost Ship' is currently a working title, but the presentation went well and it seemed like it was well received. After listening to the other presentations, I also noted that everyone whose presentation I saw, were not having a narrative driven game, as most were focusing on either social based (linked to social media, competing with your friends) or gameplay based (like angry birds, no strong narrative, quick game you play when you are bored). This made me think deeply about my idea, and I feel it can be done well, if I have a strong enough narrative to draw in the player. Narrative based games are successful, such as Machinarium,(http://www.pocketgamer.co.uk/) a cute point and click game based on the story of a little robot. The game has no speech at all, and completely relies on the characters expressions to create comedy, but the player is drawn into the story of this little robot as he loves his girlfriend and the city is dangerous for him. The creators have used emotion to create an attachment to the robot and the player.
Image found here
Drawn, (http://www.bigfishgames.com/) is also a successful point and click game that relies on its strong narrative for the player to continue playing. The story focuses on the player entering a house, and finding out there is a little girl in danger. You have to make your way through the house, solving puzzles to finish the game. The beautiful art and story in this game draw in the player, and the idea of a small girl in peril gives emotion to the game. 
Image found here
From my research of apps with strong narratives driving the game, it is apparent that they also have beautiful artwork and environments, keeping the playing feeling the realism of the game. It is also apparent that the stories contain peril in some way, and use strong emotions such as fear to keep the player engaged. I also decided to look at the pirate games on the app store, and found these two in the top 100 free apps in APPS magazine.



I will be doing a lot more research into these games, as well as the other pirate based games on the market, as well as playing narrative driven games, and also studying pirate games on the Android market. This is also my first concept of a pirate ship, which I mocked together for my presentation. It is a 'ghost ship' with torn sails and dead bodies, to give an element of fear to the concept.



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