Today the class researched common core mechanics found within games and decided on which two would best suit our game. We decided this to allow all members of the class to have a better idea of the game and allow everyone to be on the same page when entering the production stages of out game/demo. The end result being: Collection & Spatial Reasoning, however, we also thought that it was best suited to a new category - Escape.
Whilst researching, the class decided to name our main core mechanic(s). From the same book, we unanimously voted that the mechanics that best suited our game was Collection due to the goals of collecting/hacking robots to aid the games progression as well as Spatial Reasoning for the puzzles that accompany the hacking mechanic. By unanimously labelling our game with these titles, it showed that the original objective of this task was complete; that we all had a similar vision of the game/demo.
Due to all of our collective understandings of the vision, the class also thought that our game could come under another category: Escape (outside sources) as our game includes many common tropes of the escape genre. Briefly, games with the core mechanic of Escape, have the player completing several minor tasks in order to complete the major task: escape. Completing each minor task leads to another one, until the end objective is completed. This can be found within our game: the player needs to escape but needs robots to do so, to get the amount of robots needed they need to hack the robots in the warehouse, to get to the warehouse they need to get to the second dome, to get to the second dome the player needs to get the through security, to get through security the player needs an upgrade, to get the upgrade the player needs to hack a stronger robot, to find a stronger robot they need to hack an amount of robots and so on. Due to our game completing more of the Escape criteria than Collection and Spatial Reasoning, we felt that it would be a better description for our game and therefore less mis-leading to advertise.
Today was very successful as we discovered that all of the class had a similar vision for our game and also had the added bonus of deciding the game's core mechanic.
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