01 March 2025

Concept Review: Final Team 6

 

The Stanley Parable

https://store.steampowered.com/app/1703340/The_Stanley_Parable_Ultra_Deluxe/

This game is influential and is one of the best examples of a walking simulator.  As a walking simulator, the mechanics are limited to looking around and moving, with the occasional jump or interaction button. With these simple controls, it allows a lot of freedom in designing unique controllers, and said controllers can make the mechanics feel more interesting. Some controllers, like the Bucket, are references to the game, while others were focused on mechanics.

Questions: Would this controller make the game more mechanically interesting for people who would not normally play a walking simulator? How would this controller affect your ability to focus on the game’s narrative.







Crypt of the NecroDancer https://store.steampowered.com/app/247080/Crypt_of_the_NecroDancer/ This game is a rhythm game, which requires you to put in all your inputs on beat. This could be fun when mixed in tandem with some real-life things that require rhythm, like drumming your hands or nodding your head to the music. All inputs are mapped to four directions, or some combination of them. You move in the four cardinal directions, place bombs, and attack enemies, all with four buttons. The mechanics might feel more natural when using something physically instead of needing to tap a keyboard or controller. Simple controls and having to keep rhythm with a controller inspired many of the ideas.

Questions: Are there ways to make keeping rhythm with a controller more natural or satisfying? How would the game’s difficulty be affected by this controller?









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