Chapter 15
- A
goal with no obstacles is not worth pursuing.
True.
- What
is the relationship between the main character and the goal? Why does the
character care about it?
The goal
of the main character is not to starve to death. The character cares about this
because they would like to stay alive. The player achieves this goal by eating
humans.
- What
are the obstacles between the character and the goal?
The heath
of the character is an obstacle. It goes down as long as the character is not
eating humans. The terrain is also an obstacle because it is not flat, the
humans hide and get stuck in places and are more difficult to find.
- Do
the obstacles gradually increase in difficulty? If yes, how?
Eventually
there will be different levels in the game and each level will have more
complicated terrain. This terrain will give the humans more places to hide.
Also we
are considering having the health go down faster in higher levels of the game.
Both of
these aspects will make the obstacles gradually increase in difficulty.
- Great
stories often involve the protagonist transforming to overcome the
obstacle. Does your protagonist transform?
The protagonist
does not transform throughout the game. Due to the nature of our game, this
does not apply.
- How
is the game world simpler than the real world?
The game
world is simplier than the real world because there are significantly less
rules in the game world. In the game world all you need to do is eat humans, something
that is not acceptable in the real world. The player also does not need to deal
with foes or any of the other unpleasantries of the real world.
- What
kind of transcendent power do you give to the player?
The
player is the most powerful being around. The player can eat a whole human with
just one bite and the sight of him makes humans run away screaming. The player
is the only character than can jump. The only thing in the player’s way of
accomplishing his goals is terrain.
- What
is the weirdest element in the game story?
The weirdest
element of the game story is probably that it is played from the perspective of
what is commonly thought of as the bad person. Normally you play a human trying
to stop an alien, but in this case you are the alien.
- How
do you ensure that the weirdest thing does not confuse or alienate the
player?
This element
will not confuse or alienate the player because the player has always wondered
about being a villain. Even so, from the perspective of the alien it is just
survival of this fittest.
This casual
attitude towards eating humans combined with the game aesthetic gives the game
a humorous feel.
- Will
the players be interested in the game story? Why?
The game
story is humorous and explains what the player is doing and why. Players will
be interested in this because it gives context to what they are doing. It also
clarifies any confusion created by the aesthetics.
Because
the story has humor, players will want to share it with their friends. Perhaps one
day there will be a multiplayer in which the aliens were travelling together
and then have to fight to get the most humans. But that will happen in due
time.
Chapter 16
- In
what sense does the player have freedom of action? Does the player
"feel" free at these times?
The player
is free to move around the terrain and free to choose which aliens to eat. People
who have played our game seem to feel free. There is no order in which the
player has to each the humans, so long as they eat them. There are very few
constraints on the player.
- What
are the constraints imposed on the players? Do they feel
constrained?
The player
does not feel constrained. The player has to eat humans before their health
gets to zero, but each time they eat a human the health goes up a little which
gives them more time to find more humans.
- Ideally,
what would you like your players to do (lens #72)
Ideally
the players would eat all of the humans by navigating the terrain and jumping on/over objects
quickly.
- Can
you design your interface to "force" the player to do what you
(the designer) wish him/her to do?
Our interface is
designed to force the player to want to eat humans. There is a counter telling
you how many humans are left in the terrain and a health bar that reflects how
often you eat humans. There is also a score that reflects how quickly you eat humans.

