PHASE TWO BLOG POSTS
So, this is super long winded and takes everything from the Phase Two page into consideration… Prepare yourselves for some hellish word-vomiting ~
(I’m going to say that each individual paragraph should be its own separate post, thanks ~)
My goal is for the players who go through my game to learn about different anxiety disorders and how to treat them in subtle, natural ways that are influenced by the lives of real people rather than the scientific scenario. That said, I don’t want to narrow the target age of my game to one set of people, but, instead, make it a truly “E for Everyone” game. I’d like to go for the aspects that have been so successful in games like Paper Mario where, a decade later, players come back to play the game again for nostalgia reasons and pick up on things they may not have understood their first time through. To win, the player must learn how to understand that a friend has a disorder and how best to treat that friend’s individual needs by paying attention to their surroundings, their interests, and what they say directly to the protagonists of my game. This will be done by exploring a world of different characters with numerous environmental and social puzzles that eventually lead to the solutions to each of the afflicted characters’ problems.
My game will take elements from some of my absolute favorite adventure-based games, namely Tomb Raider and Paper Mario. The world will be for the most part open to exploration and discovery, though there will be boundaries for design’s sake and obstacles that need special keys to get through before continuing on in the game, whether it’s an item or the completion of a certain task. Players will be able to move their character around and jump upwards a short distance or across a ways as well as grab on to ledges, ladders, vines, branches, and the like. There will also be some areas where the player must swim around to collect items or find secrets. The game will be broken up into several chapters, each centered around the defeat of one of the Curse Demons and evicting them from one of Chicky and Chinchilla’s friends, each chapter broken up into a long chain of quests and sidequests that eventually single-out the friend that’s been possessed by the Demon. There will be turn-based combat in the game, with the main enemies being the henchmen of the Curse Demons, but instead of a leveling system, I’d borrow the element of item upgrade used in the Paper Mario games for its first two installments. Other forms of “combat” would include complex dialogues with player-chosen responses that either allow the player to progress or ask them to “come back later” and try again, essentially making the player stop and think about their actions. A currency system of pearls will be established in order to let the player purchase items from shops and bribe their way into certain areas, and pearls can be obtained by searching in the field or by defeating enemies.
Because the majority of people nowadays have computers that can handle gaming, I’d aim to put my game on PC so far as platforms go. Programs like Valve’s Steam make it easy for indie games to make their way into the spotlight, and the community aspect created by the program would allow for communication between players about my game, effectively “spreading the wealth” of that which I meant players to learn from it. Only if the game hit it big would I consider trying to work with console-based companies, simply because I know how irritating it is for something to be “___ Exclusive” and not have the console for it.
To advance to a later level, or chapter, in my game, the player must explore their environments and pay attention to the information they’re given by landmarks, patterns in art, conversations with characters, and the items they acquire along the way. To make the game more player-friendly, I don’t anticipate adding elements that require the player to go back to the location of a previous chapter to collect information that furthers their progression in the game. The different regions themselves will be big enough to have enough to explore without having to back track, in other words. However, there will be certain elements from different regions that serve as useful pieces of information for later regions, especially item upgrades like Chicky and Chinchilla’s weapons, which can influence the “overworld” environment and unlock new areas and useful items.
Stages of gameplay in my game include discovering a problem, experimenting with ways to resolve that problem, and then advancing to the resolution of the problem itself. For example, in the introduction of the game, the problem of a gate-watching guard bird suffering from an Insomnia Demon sets the player on a search to find Cammy’s Mild Tea, a play on “chamomile tea,” and, once the tea is delivered, the problem is resolved by defeating the Insomnia Demon thus freeing the bird.