1. What types of challenges do you want to include in your game? Do you want to
challenge the player’s physical abilities, his/her mental abilities, or both?
My game would include a mix of physical and mental challenges; such as how to defeat certain enemies, time limited puzzles/races, memorization/problem solving skills, key choice making, exploration, and finally some fast-paced/action-packed/simple and/or complicated platforming to mix it up to the right feel.
2. Game genres are deļ¬ned in part by the nature of the challenges they offer. What
does your choice of genre imply for the gameplay? Do you intend to include any
cross-genre elements, challenges that are not normally found in your chosen genre?
This game will have the player solving puzzles that involve platforming/using certain enemies as a trigger and even several sequences where they have to win a few battles or at least beat the enemy back to access a certain part of a challenge to initiate/complete it.
3. What is your game’s hierarchy of challenges? How many levels do you expect it
to have? What challenges are typical of each level?
The game environment will be on Earth as well as other dimensions or points in history of our planet. But being such a large world, only by acquiring certain skills and completing two challenges will the player be able to progress in a nonlinear fashion that will be long but will allow the player to go at his/her own pace, effectively telling or weaving their own story.
4. What are your game’s atomic challenges? Do you plan to make the player face
more than one atomic challenge at a time? Are they all independent, like battling
enemies one at a time, or are they interrelated, like balancing an economy? If they are interrelated, how?
Some of the time the player will actually be trying to solve a puzzle either with obtainable objects or in the environment to prevent enemies from intervening, which if the time limit runs out then they will be forced to fight a randomly generated number of enemies and/or enemy types to spice it up every time but also keep the players on their toes. But these only happen at key plot moments, for at most the player will be will be solving a puzzle that will have a beneficial or adverse effect on the whole overworld but it can be changed from good to bad and vice versa.
5. Does the player have a choice of approaches to victory? Can he/she decide on one
strategy over another? Can he/she ignore some challenges, face others, and still achieve
a higher-level goal? Or must he/she simply face all the game’s challenges in sequence?
The player has the option once completing a certain challenge, be it apart of the main plot or a small diversion to freely explore the part of the world in which they currently located at their leisure.
6. Does the game include implicit challenges (those that emerge from the design),
as well as explicit challenges (those that you specify)?
There will be only two explicit challenges, as homages to two other great gaming franchises/titles like easter eggs for the player to find. There will be implicit challenges that the player will have to engage in even with the final goal is explained at the beginning of the game as per the plot. Though the problem is not what final goal to accomplish, but how to get to the final goal and how to do it when you are there is the question.
7. Do you intend to offer settable difficulty levels for your game? What levels of
intrinsic skill and stress will each challenge require?
There will be a sort of training period for every character so the player can get a feel for each of them based on the cast’s strengths and weaknesses to suit the play style but the player will be able to set multiple difficulty levels to either make the game an enjoyable experience or a real challenge.
8. What actions will you implement to meet your challenges? Can the player surmount a large number of challenges with a small number of actions? What is the
mapping of actions to challenges?
With a multitude of weapons, actions, and abilities unique to all the characters that the player will acquire as the progress, anything is possible. But all of the weapons, actions, and abilities will have more than one usage and can either be helpful and/or hindering depending on the given situation in the game at any given time.
9. What other actions will you implement for other purposes? What are those purposes—unstructured play, creativity and self-expression, socialization, story
participation, or controlling the game software?
This game will give the player the option to deformate the game world but to their leisure, they can choose to form an island, move a mountain range, or melt a glacier.
10. What save mechanism do you plan to implement?
There will be an autosave function at every checkpoint (these will also serve as respawn points since it only makes sense when doing a mission or challenge of some kind), but the player will be given the option to save manually as well. Also the player can not only save a game on the spot from a pause menu, but even start a new game file, save it, load it, copy it, or even delete/erase said file to their liking.