Friday, April 20, 2012

GAME 100 - Design Practice: Questions

1. How do you plan to deal with the issue of new players arriving in the middle of a long game? Get rid of the victory condition, or find a way to make sure that players are matched with those of similar ability?Players arriving late will need to wait for a new game round/turn/checkpoint.
Due to the mini-game based nature of the game, players will most-likely take turns passing the PSP back and forth amongst each other.


2. What will happen to the gameplay when a player vanishes? How will it affect the other players’ experience of the game (what they see and hear)? Does it disrupt the balance of the game? Will it make the challenges easier or harder? Is the game even meaningful anymore?
When a player vanishes, the gameplay is unaffected. Players can freely drop in and out, but will need to adhere to the arrival limitations previously mentioned. There is the option (perhaps, a manually-controlled input button or symbol on-screen before the mini-game start for players to keep score/track) to indicate and differentiate who completed/played which mini-game(s) during what turn number (like a history timeline--only for multiplayer).


3. What happens to the game’s score when a player vanishes? Is the game still fair?

The remaining player continues attempting a high streak, regardless of other players vanishing. The game's objective does not prohibit players to collectively work together to reach a high score/streak.


4. Does your game offer a player an advantage of some kind for intentionally disconnecting himself (whether by preventing himself from losing or by sealing his own victory)? Is there any way to minimize this without
penalizing players who are disconnected accidentally?


No.

5. In a turn-based game, what mechanism will you use to prevent a player from stalling play for the other players? Set a time limit? Allow simultaneous turns? Implement a reasonable default if the player does nothing?
N/A (not a turn-based game).



6. If you offer a chat mechanism, what features will you implement to keep it civil? Filters? A complaint system? An ignore system? Or will your game require moderated chat spaces?
There will be a complaint system as well as a block/silence/private user option, so that players may give feedback and have direct control over who they wish to silence.



7. Is your game designed to prevent (or alleviate) collusion? Because you can’t prevent players from talking to each other on the phone as they play, how will you address this? Or can you design your game in such a way that collusion is part of the gameplay, as in Diplomacy?

Collusion matters not because to set a high streak, if there is more than one player, players must work cooperatively together.

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