Saturday, July 30, 2011

Thesis Draft 3



We are living in a high-tech, user-centered world where the levels of interactivity are increasing. Interactivity creates a great sense of connection between the author and the user.  Currently, popular multi-player games do not always create truly interactive gameplay. User’s actions do not always affect the outcome of their peers. In the real world, our actions are often noticed by others and influence their performance, especially in a collaborative or vocational environment, and certainly in the realm of economics. In my thesis project, I aim to create gameplay that is more social, promoting social responsibility, and that is overall more complex as far as interpersonal relationships between players.
My thesis project, a multiplayer game, will aim to re-create normal social spheres of influence in the every-day world. It will aim to create gameplay that invites users to team up, or team up against other players in a freelance way that is entirely their own choice at any given second. The users will need to stay on good terms with their peers if they want help later. Some users will inevitably get the chance to move ahead of the crowd, but this will render them vulnerable to attack.
I will now describe the game structure, players and assets in the game. I will include my predictions of how the gameplay will and should force the players to interact. In other words, my descriptions will include the intended purpose of the rules and features.
I.                    Story
The story is implicit and will be created by the user as they progress. The short-term goals will be implied by game assets, and the relationship between characters will not be pre-determined.
II.                  The World
The gameworld is comprised of a maze-like structure with many gates and halls to pass through. The closed gates may be opened, but when one gate opens, a different one closes.  There are levels or “layers”  that increase in size as the user progresses. The world will contain objects from the real world in the 19th century but will be boxy, perhaps resembling Pac Man levels, in structure.

III.                The Players
Users are assigned positions in which to generate randomly at the beginning of the game. Everyone will start out with an equal amount of energy and karma power. The characters will be humanoid but with a minimal, low-poly form. Player’s attire and body will be customized before the player begins.
                                              
IV.                Over view of Game Assets
There will be switches to stand on that open gates. Large switches require two or more people in order to open the gate.  There will be a portal in the center of each level map, that takes the player to the next level. There will also be a key to each portal, which allows the user who holds it to change the gameplay in the level.
V.                  Keys
The game’ s currency is in keys. Users will collect keys that are found scattered throughout the world in hidden corners. The keys will be necessary to progress, but players will often find themselves needing the keys that other players have. There are five different types of keys that correspond to the different levels.  However, there are only so many keys. The keys can be shared among users so that they can all progress together.
VI.                Karma Power
Players will have a meter that measures their karma power.  This karma power will go up when they ally with another player to progress in the game, either when they give someone a key, or step on a switch together to open a door. They can select a player to contact and communicate about a common goal through the chat feature. Their karma power will go down when they move to the next level and will decrease gradually as time goes, unless they redeem it by helping their peers. If their karma power is depleted, it becomes very easy for their keys to be stolen, in which case another user will change the gameplay for the benefit of themselves and hopefully others (unless that player wishes to lose their karma too).

VII.              Goal
A.      The goal in each level is to reach the center of the maze at which time they will gain the magic key that allows them to control the resources found in the next level.
B.      The end goal is to get to the last level, and earn a piece of the Pie. The size of the piece will be greater depending on what place you came in among your peers. Many players, especially those  who team up, will earn equal pieces of the Pie, thereby coming in “neck-and-neck.” It can be said that the goal will be to also help your peers do the same, avoiding “stepping on anyone’s toes” and trying not to sabotage other people’s efforts to succeed. To do this would be asking for trouble.  
C.      The karma score will not directly influence the amount of points earned at the finish.  It is simply there to determine the players’ vulnerability or status among his/her peers.

Through these constructs I aim to create gameplay that engages users in a world where their actions affect everyone on the game map, for better or for worse. Without a doubt this would indirectly cause users to interact in a way that, in my view, emulates real-world interaction within groups of people. Because users are designated as friend or foe to each other, they will be constantly defining and re-defining their relationships with other users.  Through the karma power, users are asked to think directly about how their actions will have an outcome that has to do with their peers, and that score will have a direct effect on their progress in the game. The Pie concept reinforces that each player is a piece of a greater whole. They can come in with equal pieces and there is not just one total winner.

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