Player Experience Goals for a First Person Shooting Game
While brainstorming the game ideas from the Brisbane news, we decide to create a game that related to the real-world. This is because we want our players to gain and learn something about the real-world from the game. Our two favourite game ideas are Fps Police drug raid and Rollercoaster Snap.
The gameplay style of our first game idea is just like a simple first person shooting game, but there will be a body camera grading system which is used to analyse the player actions. The primary objective of this game is to neutralise the drug dealers and the secondary objective is to shoot and kill ethically. That means the game is not focusing on killing as many as enemies, but it is focusing on how to avoid killing to neutralise the drug dealers.
The gameplay style of our second game idea is similar to first-person survival horror video game, Outlast(2014), where you hold a camera instead of a gun. The primary objective of this game is to find out and record the parts of a Rollercoaster that does not meet the required safety specifications in a theme park and the secondary objective is to avoid being discovered and caught by the security guards. Players in this game are not allowed to attack the security guard., but the actions they can do to get away from chased by security guards are running, jumping, climbing and hiding.
Then, we come up with three initial ideas of player experience goal for our studio’s first person shooting game.
The first player experience goal we want to focus on is making the game topically accurate to the reality. That means we want the gameplay related to the real-world problems or issues. This ideas was inspired by the game Warco(2011). We want to encourage our players to pay more attention to the real-world and take reflections from the gameplay.
The second player experience goal we want to focus on is to create the experience that allow players to utilise the environment for hiding and finding. This was because most first person shooting game were aiming to shoot the enemies, we thought there could be more things to do rather than shooting enemies in the game. We want our players spending more time on investigating the game world.
The last player experience goal we want to focus on is make a gameplay around strategy, where the player is graded based on their performance. Again, this was because most first person shooting game were aiming to shoot and kill all the enemies, we thought that was involving too much about violence. We want our game to remain the players about the meaning of life. There could be a challenge for our players to finish the game without killing.
Therefore, there are three types of player experience we are going to tap into.
The first type of player experience we are trying to tap into is Social, mainly social perspectives. Both of our game ideas are based on the current affair topics. This will provide an opportunity for our players to have a reflection on their behaviour towards the real social life.
The Second type of player experience we are trying to tap into is Physical, especially speed, agility and accuracy. For the first game idea, Fps Police drug raid, our players will be mainly challenged on their shooting accuracy. The object they shot will be judged for the necessity. For the second game idea, Rollercoaster Snap, our players will be mainly challenged on their speed and agility. They need to finish their job as fast as possible to avoid being discovered and run away from chased by the security guards with jumping, climbing.
The last type of player experience we are trying to tap into is Cognitive especially analysing. Both of our game ideas required the players to analysing the behaviour of each enemy and the environment around them. By utilising the environment, they could efficiently finish the game through hiding in some blind angles.