Inspiration from Readings
The readings invited me to rethink my perspective on games as dynamic systems, and helped broaden my understanding of what is meant by the âpredictability of outcomesâ. Each of the elements in my game has attributes and behaviours; the elements interact with each other accordingly and these relationships make the system dynamic and contribute to the gameâs complexity (Fullerton, 2018).
I had never perceived the predictability of games in this context before, at least not as an informed game designer. I know that increasing factors and elements can increase the outcomes and thus affect the predictability of the outcomes but actually exploring that as a game designer was completely different to just experiencing it as a gamer. This outlook really helped inspire my design for the behaviors of bubble entities as well as the IHW abstract âbossâ which was derived from pondering what would happen if all the bubbles popped. Can I more strongly engage my players with this high-pressure game mode? The answer was yes, I can.
Changes to Prototype Development
Iâm quite happy with how I developed the prototype. I think I could have done things more elegantly in GDevelop but for a design and playtesting centric unit, Iâm not unpleased with the technical implementation processes. In that respect, there are 2 things that I wouldâve done differently while developing RDH.
Less time making art. This was very helpful for assessment 3 as all the base assets had been drawn (and were also required for assessment 2 anyway) but it wasnât the most pragmatic development approach. In the early stages, the most critical facet of the prototypeâs function would be its ability to keep the player active and facilitate the player experience. The aesthetic appeal of the game should not have been a forethought.
Less time (attempting) paper prototyping. I tried using an assortment of sticky notes as arbitrary representations of game entities but honestly the entire process was quite futile and a little bit redundant. RDH was supposed to be a fast-paced and movement-based experienceâattempting to replicate this manually with physical pieces was not very effective. In retrospect, I should have done digital prototyping, even If it would be crude due to my limited GDevelop skills.
Also, maybe this is just an inconsequential thought born from retrospect and hindsight, but I wonder if I lowballed myself with the implementation goals. If that was the case, I wouldâve aimed higher for a more complete prototype. At the very least it wouldâve been nice to implement even simple powerups like a speed boost or a shield. The former would just require me to add a game object that temporarily increases the playerâs speed upon collision and the latter would need some kind of shield sprite that covers the player (or to replace the player sprite for the shield duration) and either prevents player-shark collisions or nullifies the damage effect from the collision.
Most of the design changes would be informed by playtesting observations/results. As such, my ideal iterations would surround the interesting strategies/tactics deployed by players. I wondered how can I invite players to take certain actions, how can I motivate them to use strategies rather than play aimlessly? For this, I am inspired by Fullertonâs (2018) discussion of the utility and scarcity of resourcesâpowerups, in particular. I think adding powerups such as a temporary shark shield might entice players to take more risks under the shieldâs protection and thus, the behaviour of this new game entity (speed powerup) contributes to the unpredictability of the game (Fullerton, 2018) and can impact the strategies employed by players.
Also, I would like to add more obstacles or enemies. Obstacles are a game structure that can introduce conflict to a game (Fullerton, 2018). Iâve utilised them in RDH; however, Iâd like to design obstacles that arenât dependent on the bubbles. For example, Iâd avoid having the bubbles automatically pop after a set duration of time in regular mode as I suspect it would lessen the impact of IHW (when all the bubbles pop). That may reduce the stress induced by IHW, potentially lessening player engagement which is influenced by a gameâs ability to emotionally move players (Fullerton, 2018). Instead, maybe something like a pirate ship or tsunami wave could occasionally appear as an environment hazard. Pirates might deduct 20% of your accumulated RP upon collision, tsunami waves might do the opposite of IHW and just sweep all the bubbles away so the player is forced to wait for new bubbles to spawn, etc. The additional obstacles/enemies would just have to complicate the playerâs otherwise easy method of rescuing ducks.
Overall, Iâm quite happy with how RDH turned out. I look forward to presenting it as my pitch for assessment 2 and hopefully that will be enough for it to be selected by my group for assessment 3.
Fullerton, T. (2018). Game Design Workshop : A Playcentric Approach to Creating Innovative Games, Forth Edition (4th ed.). CRC Press LLC.