Simulation

During Phase Three , I investigated the term ‘Simulation’ and simulation games to find out how I could achieve strong immersion and a realistic experience. By stimulating the player with sounds and visuals I am able to make them form a closer relationship with the game and environment. Using my knowledge about simulation, I can now successfully design sound and visuals which I know will have the appropriate reaction. To evaluate the effectiveness that my sound design and visual design achieve, I will carry out user testing of various prototypes, where I can identify if I have been successful in my intentions.

Survival Instincts and Adaptability

My proposed idea explores the possibility of personal growth in the form of mental development. This will occur through intense puzzle solving that is forced upon the player in order to progress. It is intended that the playable rooms will have level designs that have recognisable features within it but are not familiar enough for the player to know a route to navigate. They must quickly make decisions to form paths and escape the collapsing reactor. Doing so triggers a fight of flight response and forces adaptation within each room. I think this is very interesting and gives the game depth as well as an interesting undertone. Puzzles do not mean a complex system or algorithm that players need to follow or discover, in this instance, simply figuring a fast way out, after being introduced to different rooms is the puzzle.

Technology

During the research of this game, I had considered and looked at making custom controllers. However the joy of playing a game like mine is from trying new movement possibilities that you may not be able to complete in real-life. Limiting and making the interaction between machine and player more challenging, results in a less smooth and arguably less fun interaction. I would like to be inclusive with my design and make the interaction fun. Therefore technology that is used, should be familiar and easy to use for majority of people. Using popular console controllers will be appropriate as a way of an input.

User Research

It is important that the players feel a sense of urgency and are pressured to make quick decisions in order to progress through the collapsing station. If they do not feel pressured or the intensity of the situation, then changes need to be made. In order to make sure that urgency, time pressure and intensity is maintained throughout the game, lots of play testing will take place, where asking how the player feels during the game play will be crucial to gain insight into the experience.

What to look into more within Semester 2

  1. Further research into the surrounding environment around the Fukushima reactor.
  2. Develop sounds and research what sounds are necessary to focus on primarily in order to create tone/feeling and pacing.
  3. Investigate what subtle ways I can guide the player to different paths within levels (lighting, environment art and possibly music?)
  4. Produce a sound bible [ collection of sound effects and audio clips that assist creating the environment ]
  5. What artwork is necessary to represent the reactor enough for it to be recognisable and do it justice?
  6. What artwork is necessary to represent the environment around the reactor for it to be recognisable and do it justice (even though it will be flooded mostly).