Drawing the player in. Narrative, Mechanics, and Spectacle. I am afraid that #ShootABit needs more of a hook. Let’s make it right.
In the video the EC crew puts forward the idea that in most
games today reviewers and players judge much of the game within the first 5
minutes of gameplay. In this time frame a developer needs to be able to sell
the narrative, hook on mechanics or wow with spectacle to be successful. In
this blog I would like to explore these 3 aspects of the first 5 minutes to
help improve #ShootABit and hopefully you can get some inspiration from me to
help with any development you may be doing.
The current state of Narrative, Mechanics, and Spectacle in #ShootABit.
Today on Android and iOS #ShootABit has little narrative, some interesting mechanics, and a bit of indie
spectacle. It’s time to self-evaluate on these topics to see where we can
improve with the next release. I want to be iterative about this so I will make
small changes with the goal of eventually fleshing this out to a full solution.
Narrative
In the video, some interesting topics are brought up.
Narrative has many forms which we can perhaps tie into. One form of narrative
which does not exist in the current release is Mystery. Mystery will suck
people in simply due to the human nature aspects of being curious. This is a
great hook and I would like to capitalize on this but currently have nothing
implemented for it. Another interesting point made about Mystery was that “InMedias Res” is a storytelling format where the author starts
the story in the middle instead of the beginning. Then aspects of the earlier
story are told periodically to fill in gaps and create a sense of mystery for
the person experiencing the media. With “In Medias Res” you also can start
right in the middle of the action instead of building up your storyline which
makes for a better initial experience. Amnesia is another one where the
discovery becomes that of who you are and why you lost your memory. I have
played some great games and read some great books that use this technique,
however I am not sure it has a place in #ShootABit. The video made it a point
to mention it is extremely hard to draw people in with characters alone,
especially in the first 5 minutes. Luckily they followed that up with the point
that the world can be a great hook. I think the world of #ShootABit is the best
narrative hook that the game has so far. Maybe we can focus on our strengths
and build this out a little bit more.
Maybe we can build out a Narrative Checklist for the first 5
minutes:
#ShootABit narrative selling points:
- Mystery: “Why are we killing these aliens? Why are they pouring out of these portals?”
- In Medias Res: “There is a battle going on. How did it come to this?”
- Amnesia: N/A
- Characters: “Who am I and why am I in this ship?”
- World: “Voxels in spaaaaccceee!!!!!”
- World: Space Invaders like invasion happening to our home galaxy. Portals opening everywhere with aliens to kill!
Mechanics
Back to the video; EC describes Mechanics in their broadest
form. They say Mechanics in this sense are “Anything you do instead of
experience”. This is where I believe #ShootABit shines. There are many little
elements that I have added to the game over the years that I think are really
cool but there is an aspect of mechanics that I believe I failed at
spectacularly. In the video they mentioned that many successful games will
create a saturated initial experience where all the mechanics are available to
the player in a simplified format. The example they used to great effect was
the first level of God of War where all of Kratos’ power are available to the
player but accessible by spamming one button. This shows the player they are in
for a treat if they only cope with the initial grind.
#ShootABit starts the player off currently with nothing but
a pea shooter gun and the most basic ship. In fact, the player has no idea what
they can become unless they spend many hours playing the game. Looking back on
my friends who play tested the game, they liked it and played longer then the
players who just download it. I am wondering now if the reason my play testers
played so much (beyond the scope of the playtest) was because they knew what
to look forward to. I think there is room for improvement here as we go on to
the next section. You can see many of these features in the original trailer
for #ShootABit
#ShootABit Mechanics Hooks:
- Ship, Damage, Armor, and Gun Type Upgrades
- Localized Ship Damage (Each Voxel has its own health)
- New Game Plus Style gameplay
- Dones, Homing Missles, Guns
- 2D Space Normal Enemies, 3D Space Bosses
- Tilt Controls
- Circular Warp Gate Exit Defense movement
- BulletHell like enemy mechanics
- Temporary Collectable Power Ups
- Combo bonuses for killing multiple enemies in a row
Unfortunately, there is no Saturated Mechanics Experience at
the beginning of the game yet.
Spectacle
Sometimes we just have to get people to say wow. The video
talks about how Spectacle is the shortest lived way of bringing a player
into your game and usually is reserved
for those triple A studios, however I believe #ShootABit does have a layer of
spectacle.
I think we can say the boss fights and new particle effects
are “Woah” worthy for at least a while. Especially with the Voxel aesthetic. It
is not obvious to me where I can grow here without breaking the bank so I may
leave Spectacle off the list all together for the next release.
One last note they mentioned which was interesting was the
idea of back to back intros like in Fallout 3 where you first experience the
vault, then you exit the vault as two separate and compelling introductions to
the game.
Next Version #ShootABit
Ok so here is where we talk about what should go into the
next release. I have a few ideas on how we can improve narrative and mechanics.
Narrative Improvements
·
Begin to develop a storyline
·
Add a few voice elements to give some depth to
the world they have entered and create a sense of in medias res.
Mechanics Improvements
·
Add questing system to improve narrative
·
Add new movement modes for the player
·
Add exploration mode to broaden the player’s perspective
of the world they have entered
Time to start building see you next time. I might try and
get my play testers to talk about these points with the new features and make a
follow up post.
Finally, I want to add that saturated simplified experience
so he player can see what it is like to be fully upgraded for a short time. I
think that will be a bite more than I can chew for now so I will go ahead and
slate that for a later blog post. Stay tuned! Here is a workflow I want to
follow so I can revisit some of these blogs in the future.
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