Friday, July 8, 2011

Thesis Statement Draft 1


Catherine Gutierrez
ITGM Thesis 1
Thesis Statement Draft 1
July 7, 2011

Spaces of Influence

I am interested in influence that is created by and takes place between human beings in any given setting. Media is an influential force and digital media is becoming more influential than ever before. 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. 
I propose my thesis topic to be “spaces of influence.” It is a framework for looking at how users interact, and how their actions influence one another.  I think that few games have really revolutionized gameplay to where users can engage in unique forms of interactivity.  
In experiencing the game I create, the user will be asked to think about not only his or herself but the other players who co-exist in the game. The players are designated as neither opponents nor allies. It will be up to the player to decide if they choose a route of antagonism or diplomacy, and either route or a combination there of, could potentially lead them to the finish line. Users will use critical thinking to either collaborate for the good of their peers or conspire against others who come off as being more antagonistic. The freedom of choice rests entirely upon the users to decide who are their friends and who are their foes. None of the users will find that their actions are independent from their peers’ actions, or that their own actions will go unnoticed.  Rather than providing the sense of complete control, the game will allow the player to act within an atmosphere where their actions are susceptible to be (and most often are) noticed immediately by other users, in real-time.

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.                Currencies
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. 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 key 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).
V.                  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.
VI.                Goal
The larger goal is to get to the last level and help your peers do the same, avoiding “stepping on anyone’s toes” and trying not to sabotage other people’s efforts to succeed.
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.
In creating the gameplay outlined above, I aim to bring a new concept to gameplay that would be fast-paced and fun, and also resemble real-world dynamics between humans in real life.  The level of influence that each player will have will be apparent. The more critical thinking someone uses to analyze their position as well as the position that their peers are in, the more karma power they will earn, which will secure their position of security.




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