MA Project Update
UPDATE on Project Idea for MA
Does a players investment in a character change depending on viewpoint?
Thought Id provide a quick update on the project I could potentially begin working on, after a conversation with Josh and Jim to provide some feedback. After this mornings (27th Sept) Research lecture, I have been thinking about potential topics I could choose to focus on. Whilst chatting to my colleagues, I decided that by pursuing the isometric viewpoint game, I could potentially answer the topic of character investment. More accurately, how a players investment in a character changes between viewpoints, for example Third Person compared to Isometric.
In researching this, I'll be looking at the incredible work of Chris Bischoff, who has developed some pieces of artwork to coincide with a game he developed named Stasis. This game drew heavy influence from the classic Fallout games, which were also played in Isometric viewpoints. In honour of this influence, Chris created pieces of art showing the potential Fallout 4 and Bioshock had for being isometric titles. This art shows the difference between viewpoints and I wish to research this further, perhaps making a study for gamers, so that I can gain a general consensus over what players of different genres think about character investment between viewpoints.
In order to make this game, Ill have to invest heavily in character development, with a skill tree and possibly character customisation useful aids in making the player invest more concentration into their avatar. Having said this, without a background in Character modelling and texturing, I may find challenges in developing these character too large to overcome. I am confident I could make a skill tree for players to follow, offering routes of progression for them to follow, but the development of my character art may slow progress and prevent me progressing in the project.
Perhaps, in order to make the game more intense and really push the boundaries of character investment, my game could have a perma-death mechanic, making each engagement have higher stakes and increasing the players investment in their character. To do this properly, the player must be given the tools to make the character their own, and to warrant serious investment in the well being of their avatar
Developing further on my idea of having an asset pack, I am struggling to find reason or purpose for such a project, other than to progress my portfolio further. I will continue to think about possible solutions to questions this project could answer, whilst I develop ideas in other areas.
Comments
Post a Comment