The Essential Experience – Updated

Journeying through the unknown to cleanse corruptions seeping into the world in order to save it.

The emotional effects I want the player to experience would be to be burdened by something and experience being overwhelmed, distress and pointlessness in their decisions, and to feel oppressed and responsible for things that happen. However on the opposite side I also want them to be able to experience relief onwards to their goal. This could be achieved through the use of the hero’s journey formula where there would be: a call to adventure, challenges, and a final showdown or end point. I want the player to experience self-development through its character and a way to show this would be through the use of power scaling, this could include things from levelling up and skill trees, there should be a sense of satisfaction that comes from the power scaling and the skill trees would allow for the player to develop their character as they see fit.

There has to be a grand task/goal that they have to accomplish with no forseeable way of completing it. It would be essential for the player to feel their power growing and becoming stronger. There would be a need for challenges that the player would have to face, from being weak enough to not being able to overcome them to eventually doing so.

My game can capture this by using for example, an enemy they have to defeat that seems impossible to do so and this could be done by either making the player appear very weak or the enemy to be ridiculously strong, setting the game in a fantasy world would allow for the use of strong foes as it would not refer to reality’s norms.


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