Scaffolding: Concept Review
By: Luke and Stanley
Games
INFO: Zero Ranger is a high-octane shoot-em-up I hold dear
to my heart due to it’s intense action, gorgeous presentation, outstanding
music, and unbelievably deep story. It has received very little mainstream
recognition, and I hope that through a unique controller people could see the
fun there is to be had with this game.
MEHCANICS: The game uses WASD for movement and ZXC for it’s
3 firing modes. As you progress through the game you slowly gain more weapons
and through each button (or combinations of buttons) you can use a wide array
of different abilities, opening up a lot of potential for replayablilty and a
high skill ceiling with the nuance from the weapon abilities.
EXPRESSION: An alternate controller could offer more
immersion into the game than the standard gamepad or keyboard input it expects
at the cost of being less responsive. Although, since the game’s easy mode
“WHITE VANILLIA” has it’s own unique story and setting, it could allow the
controller to add extra immersion if it focuses on the aspects of that game
mode specifically.
INSPIRATION: The game is based off the show “Gurren Lagann”,
so immediately I had the idea to recreate the mecha cockpit from that show as a
controller for the game, and all other ideas branched off of that. Mainly
levers, switches, and panels you would see in a fighter cockpit or mech are
what the ideas are based off of.
QUESTIONS: Does an alternative controller being less
responsive make the game less fun even with the potential additional world
building? Is a full cockpit-styled controller feasible, or should it be further
scaled down?
INFO: Vampire Survivors is a casual-friendly bullet hell
where you shoot automatically at enemies around you and rapidly become more
powerful to outpace the rapidly growing strength of enemies surrounding you.
MECHANICS: There are only two main mechanics: Moving using
WASD or the mouse pointer, and redeeming new items on level up. DLC levels like
to spice up the formula frequently, but the controls remain the same and simple
as always.
INSPIRATION: An alternative controller for the game could
propose a new challenge for playing (what is a fairly easy game), be more
immersive, or be more intuitive for non-gamers to pick up and play.
QUESTIONS: Would an alternative controller feel different
enough from normal play to warrant it’s own existence? Can you make something more intuitive than a
D-pad and a select button for non-gamers?
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.