Tuesday, October 25, 2011

Game Design Analysis: "Vigilante"

“Vigilante”
“Defending the planet, one target at a time”
Summary:
This game is meant to be very open, meant to be explored by the player, with various factions that you can interact with.  The main story of the game will revolve around a secret alliance of guardians, tasked with the protection of the world, and their struggles against the corrupt, militaristic coalition of governments that now rules the planet.  The core verbs that will define this game are exploration (due to the openness of the game environment), combating (referring to both the drive of the storyline and to the primary system of action (fighting)), and creation (as an item creation system will exist, both for single use items and for equipment).  The game will use a class (specialization) and leveling system, in which the character can be any number of classes and increases their abilities by devoting points towards certain ability trees.  It will fall under the adventure RPG genre, with a sub-genre of fantasy, is set in a medieval time period,  and will address a more adult audience (being rated M most likely). 
Theory Research:
Salen and Zimmerman
In one of our past collaborations, Rules of Play, we addressed various concepts, such as meaningful play, design, and systems, each of which have a large role to play in games and game design.  We devoted a chapter to each of these concepts, focusing on the nuances of each and defining the various parts.  
We recently had the opportunity to read over a proposed game by the name of  “Vigilante”, which is a open-world adventure RPG.  The story centered around a secret alliance of guardians, tasked with the protection of the world, and their struggles against the corrupt, militaristic coalition of governments that now rules the planet. There would be some of the key aspects of the game would be exploration, combat, and an item creation system.  The game uses a class system in which the player will choose a character with a preset list of possible abilities, which would then be unlocked by leveling up and spending skill points.  
To begin with, we found the open-world design for the game environment to be engaging.  The plan is for the player to be able to go anywhere and interact with almost anyone from nearly the beginning of the game.  The idea was to draw the player into the game-world as much as possible.  We found this to be a compelling idea because it engages the concept of the magic circle, creating a unique environment for the player to explore as they wish, with unique interactions with various NPCs and locations.  Put simply, “the magic circle of a game is where the game takes place”, and the environment of Vigilante draws in the player as it should. (pg. 95)
We also found the leveling system, while nothing new, to be fitting.  The ‘system’ of devoting points to unlock new skills limits the player at the beginning, but allows higher level players to use the most powerful abilities.  In this ‘open system’, which “has an exchange of some sort with its environment”,  the player levels up, gaining access to better abilities, and as such can better face the challenges posed by the environment.
We would warn the developers that the interactions that the player has with the game environment should always have some sort of immediate effect and some sort of effect on gameplay later in the game.  For example, if a player takes a item from a container, there should be the immediate effect the player gaining the weapon, but there should also be the later-game effect of the player not getting a better weapon from that chest.  This helps to create the sense of meaningful play, in that “the action a player takes not only has immediate significance in the game, but also affects the play experience at a later point in the game”. (pg. 35)
In regards to criticism, we would point out that game itself is one big system, and each of the individual parts, such as the leveling/class system, the game environment, and the creation system, need to fit together in such a way that they serve unique purposes, but also have a direct influence on each other. 
Games and Gameplay Research:
Similarities:
  • Oblivion/ Fallout 3
I have always loved the open-world environment that Bethesda created in Oblivion and Fallout 3.  Being able to go where you wish and do what you want from nearly the beginning of the game is some much more fun to me than being told to go from point A to point B and only have a select few ways to get there, if any options at all. 
  • World of Warcraft
I have recently picked up WOW through the trial account feature and one of the things that I have loved most about the game is the class system.  Choosing a class, and then being able to specialize in a particular talent tree, is fun for me because you get to focus on a particular type of skill tree and learn all of the nuances of that tree.  It allows for a unique play through with every branch and class.
  • Fallout 3/ WOW
I enjoyed the item creation systems that existed within these games because the allow the player to gain unique items for their characters.  With Fallout 3, you had the unique weapons, such as the Rock-It Launcher and the deathclaw gauntlet.  With WOW, you can create gear that can be better than the gear available at that point in the game.
Differences:
  • WOW
In regards to the race/class system, each race had access to only certain classes. However, in Vigilante the player will be able to play as any of the classes.  This way the player can experience the game in a unique way each time.  
Narrative Research:
The player’s experience of the story will be a large part in their total experience of the game.  While the openness of the world will allow for exploration and does not force the player to engage in the main story, the game world itself will change based on the player’s progression through the story.  
Stories that are similar- Assassin’s Creed, Rage
Assassin’s Creed- The Brotherhood and the Guardians both fight from the shadows to combat injustice.  However, the Brotherhood fights to keep those who do good in power at times.  In Vigilante, the entire government is corrupt.  Brotherhood members also hold positions of power in public life.
Rage- In Rage, the Authority is the dominant force in the Wasteland, with various bandit groups holding power at the local level. In Vigilante, the entire world is under the control of one central government.  
Aesthetic Research:
I envision this game with detailed, realistic graphics.  Not ‘cartoony’ but as real looking as possible.  Attention to detail, even with the background and things like water and shadows.  Based on the mood of the game, the color scheme will change.  Darker schemes for more somber moods (http://media29.onsugar.com/files/2011/09/36/0/3/36065/608b5d12c39a272e_Priest-movie-poster11.preview.jpg) and lighter schemes for the general play (http://pcmedia.ign.com/pc/image/article/101/1013607/rage-20090813004135780.jpg).  
Realistic sounds as well.  The music would be neutral most of the time, changing based on the situation.
Creepy, set-your-nerves-on-end music:http://www.youtube.com/watch?v=FMWzr6vhhDk
The game itself will take place in a urban landscape. Clothing will be set to period.

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