- Our focus for the term should be to push the envelope in regards to the narrative of our game.
- Currently the weakest area of our game is the player's decision on how to play the game: violently vs. passively.
- It's like trying to make two good game experiences vs. one.
- Also, seems simplistic rather than creating a more complex narrative and creating a drive to act and respond a certain way.
- Suggestions
- Give the player different strategic choices throughout the game that influence the play.
- Borrow from history
- Look into various empires throughout history and their philosophies on how to rule the people they conquered.
- Example: Persians
- Try to build up a history (this could play a major role in the game)
- Choices that generate parts of the narrative further along
- Example: By killing the chiefs son, war breaks out between tribes.
- Could even have missing story chunks as if those parts were told with shadows/shadow puppets.
- Play up the language of the cave as a visual narrative.
- Symbol mechanic could be used to build a Rosetta Stone that is revealed later.
By next week, we need to come up with ways to push our narrative further using. We need to figure out what the player knows, what the player sees, and what the player does.
We can use storyboards, the game mechanisms, and the choices made throughout the game to describe our planned changes. We need to be able to supply a solid example of what one play-through of the might be like.
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