1 – Vault – Horror/Puzzle
In Vault you play as a survivor of the Nuclear Apocalypse that has ravaged the world above, being one of the lucky few to have purchased an underground vault in time. At the beginning you have no memory of what’s happened as you’ve fallen down into the storage area through an open ladder hatch, leaving you with only the knowledge the vault was left open and you must seal it shut, as well as your P.D.D, an instrument to assist in preventing your death, amongst other things.
2 – Untitled – Astronaut vs Ghost – Side Scroller Horror Survival.
In —– you play as one of five astronauts on a crew sent to repair a satellite, however, you’re the only one left alive as the others have been killed by some unknown source. All you know is that they haunt you and try to kill you to make you join them as you try to survive the malfunctioning ship and reach an escape pod to get to Earth, discovering secrets about their fate all along the way.
3 – Untitled – Top Down Isometric Survival Horror.
The nukes have hit, government experiments run wild, and dystopian cities run amuck. Among the few sane and survigin you must make your way to a place you’ve heard of, a land where people can live, not survive, without care or concern. Upon arriving however, you discover a plot of theirs to take over one of the many pre-war dystopias and start America over again. Do you join them and help, or leave them to their task, opting to survive alone?
4 – Untitled – Survival/Horror based card game.
Love card games? Love post-apocalyptic scenarios? Then you’re sure to love —-! In —- you and a friend or few grab a deck of cards from the game box and pit against each other in a grab of resources, land, and life, surviving against the horrors of the waste with or against one another.
Point One – Though no one reads them, they aren’t meant to be read. They’re meant to be referred to. This I highly agree with, as having something to refer to is immensely helpful, and getting ideas and such down instead of diving headfirst into something takes more time, but always ends better than the alternate.
Point Two – Funding Agencies want to know you know what to do – This also makes a lot of sense in my eyes. If someone is working on things yet has no collection of ideas and such, how do you know they know what they’re working on? You want them to have a plan. An ideas as to where they may be going before handing them money to work on it. This is of course needed as otherwise, how are they suppose to trust you?
Point Three – Communication – With a team you need communication. Otherwise how can you get anything done, or at least, done right? You really can’t, Design doc’s allow you to communicate with your team your ideas and goals. It’d let you get it done right the first few times, not the first thirty times. This I find to be majorly important.
Point Four – Specifics – Oh. It flies? Great… I’ll just go work on that now… Yah no. That is a scenario you want to avoid here. Doc’s on your game help people know the specifics of what they’re doing, so that they may get it done right. If you know one out of thirty details, how can you make it? You simply can’t. doc’s let you communicate those important specifics.
Point Five – Records – Paper trail. I’ve never heard the term, but hearing it here I realized what it is and why it’s important. You need to be able to keep a trail of what you’ve planned and done, a trail of decisions made and things agreed on, all as to help prevent time and energy from being wasted. To assist in keeping things on track. If something isn’t written down, how can you remember it all? You simply can’t.
I meant to do these throughout, but never got to posting them. Here they are! From me using it to breaking it, heh. I learned what to do in the end, though lots happened first.
Though not complete due to some issues with coding and personal distractions, I did get fairly far in creating the complete roll a ball. Here’s what I’ve got.
To shorten any reply I could honestly give, the MDA is in essence a how-to guide on analyzing games, as opposed to much else. Despite this however, due to the principles used, it can also be used as an extremely helpful tool in creating a game, as you know what people would be looking for. The basis of what I recall (aside from base things like mechanics, dynamics, things all games have) mostly revolves around creating an experience driven design whilst keeping in mind sensation, fantasy, narrative, challenge, fellowship, discovery, expression, submission. Using these, combined with keeping in mind the players interaction with the game in mind, the MDA goes from a great analysis tool to a fantastic game creation skeleton, a basis to partially follow, to always keep in mind, though it’s far from a how-to guide for making games.
(Little thing I found)
“Not only do we tend to think about the world according to what we want to see and what we need to see, we tend to think in terms of what we expect to see.”
I… after looking at this statement a little bit, I think I’d have to agree. As humans with how well we can think, especially compared to animals, we always want thinks a certain way. This usually causes us to see our wants in everything, even if we shouldn’t. As well as this we discover stereotypes and such in a lot, which causes us to only see what we expect, whether we expect it from facts or experience.