The original sketch of level 1 looks like this level 1 sketch
The idea behind this level is that this is how you get the first follower and you probably won't ever lose this one. In this level we also introduce the structure of the game: at the beginning of the level we give you a rule about your philosophy, probably given like a suggestion. Throughout the level you gain and lose points depending on how consistent you are with that rule. At the end we will show you your score out of the total points possible and you will have the option to do it again and try to be more consistent.
For this level you have the choice of prioritizing talking to the minion or getting all of the coins. The objectivist should prioritize getting the coins and the other two philosophers should prioritize talking to/rescuing the minion. It is not definite, but because this is the first way to get a minion we are considering having the player re-do the level if they do not score high enough to get their minion.
Next week I will go into the specifics about the mechanics for this level and for the game in general.
And as always, here is a lens from Schell's Art of Game Design
Lens 3- Fun
This is difficult to think about objectively and nobody has played the game yet so it is difficult to determine what is actually fun. But here is my best guess about what is fun about the game.
- philosopher ghosts
- animals that give philosophy advice
- humor (once it is put in place)
- minion control/being able to control multiple units
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