Comments on: P3:Ghost hunter, fighting the dead https://github.blairmacintyre.me/site-archive/cs4455f12/2012/10/05/ghost-hunter-fighting-the-dead/ Video Game Design and Architecture Thu, 11 Oct 2012 05:25:04 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: Blair MacIntyre https://github.blairmacintyre.me/site-archive/cs4455f12/2012/10/05/ghost-hunter-fighting-the-dead/#comment-39 Fri, 05 Oct 2012 17:03:18 +0000 https://github.blairmacintyre.me/site-archive/cs4455f12/?p=1167#comment-39 I could see a game like this being fun (if done well), but the game does not satisfy all three conditions of “game feel” as described by Swink: your controls (as I understand them) are indirect, with you clicking to direct a character where to go, and then they go there. Swink talked at length (when he was categorizing the overlap of the 3 attributes of game feel) about how games like Starcraft do not satisfy the definition because you are not directly controlling a character in the game. This is not to say this is a bad idea; it just doesn’t satisfy the instructions for P3!

Probably as a result of this, your prototype is more of a “step toward an alpha” without being focused on testing some specific element of the game.

You need to refine this game idea into something that has more feel (e.g., perhaps you more directly control the characters, and each character has different feels based on their ability … kind of a coop 3rd person Team Fortress or Left4Dead). Perhaps you want to make this multiplayer, thus obviating the need for AI (if you are directly controlling one character at a time, you’ll need good AI to control the other characters, since you won’t now be directing them).

Once you refine the game into something that satisfies the P3 requirements (e.g., it qualifies as having “game feel”), you should then focus on prototyping what that plays like.

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