Gameplay Loop | What occurs within the game |
---|---|
Activity | Players are able to observe their close environment, interact with certain objects and parkour their way through the world in order to progress. |
Opportunity | Opportunities to take different paths -leading to different rooms and interact with different objects that can reveal new pathways. |
Reward | By progressing far enough to reach a “safe room” the player will activate a checkpoint and have a cut scene in which they are able to view more of the surrounding environment. Additionally, by interacting with different objects, the player can discover more lore and build new routes. |
The Gameplay Loop
Activity
Players are able to take control - navigate/escape through a collapsing nuclear reactor, whilst being exposed to the harsh reality of the devastation caused by the reactor.
Opportunity
Gameplay provides players with the opportunity to manipulate lose objects lying around in order to reach certain heights, interact with buttons to open doors and more.
Reward
Players are rewarded with checkpoint areas with cut scenes in which they are given some time to “breath” and reflect upon the surrounding environment.
The intention of the game loop is to keep the user’s attention and steer it into specific things that I want the player to think about. Firstly, survival - escaping quickly and adapting to the elements they are presented with in each room. After completing these challenges, they are rewarded, by being given checkpoint areas, in which a cut scene might occur, or the player is able to stop thinking about running/parkouring (as they are not allowed to, temporarily) and focus on what is happening around them, rather than getting out.
Level Design Example:
Colour coding
Black are the start and end of the game.
Blue areas are safe rooms allowing the player to take a breather and reflect on the environment.
Green areas are vents.