Empathy System
From my personal viewpoint, one of the most valuable parts of the games is the profound emotional connection that can be fostered between the player and the character.
I dedicated time to deeply studying games like The last Labyrinth, Ico and Shadow of the Colossus. I aimed to identify the key elements that enable players to forge connections. This allowed me to incorporate my own interpretation.
Certain aspects that I find particularly noteworthy are:
- Non-Verbal Characters as a GameDesign Cornerstone: Like paying extra attention to how an NPC behaves to help solve puzzles. With this key aspect of design, we want players to get invested in an Allocentric behavior (Truly Interest in Virtual Characters and genuinely care about them).
- Non-Verbal Animated Narrative: If character acts more clumsy, determined or afraid but not like, following a strict script (like in Ghibli Movies). Those gestures add a new layer into the illusion of interaction with a living being.
- Encouraging social play: If there's a mimic of how real-life social dynamics work, but with Non-Player characters, that can really enhance the immersion.
Diegetic Design
I've always noticed a downside to the immersion when I have to use menus or look at the UI on the screen.. I believe if the UI is made to look like it is entirely part of the game's narrative, it enhances the very essence of the game itself and encapsulates the player in the experience.
Some aspects that contribute to my approach are incorporating UI elements harmoniously with the focal points and integrating creative alternatives that can be mixed with the worldbuilding.
Level Design
My philosophy of work is driven by Subtractive Design (the process of removing external distractions of the core elements of a game). When I begin, I always make sure to focus on the principal elements of gameplay and progression in a controlled playground. I aim to keep things as objective as possible, focusing solely on the core aspects. The reason for this is to validate ideas quickly and to make sure the creative vision is correct.
Then in the future I will start a robust design process in order to unleash the potential of those core elements following the next steps:
- Exploring those Ideas
- Setting the Locations and Theme
- Revisiting the purpose of the level
- Double-checking the game features
- Doing References and Research
- Integrating Story and Narrative element into Gameplay Objectives
- Designing focal points (Landmarks)
- Continuing with the development of the layout.
- Developing VisDev (in collaboration with Artist)
- FInishing with the Level Prototype
Player-Controller and NPC trade dynamic
The decisions regarding character movements are always closely tied to the genre and gameplay, so I don't need to start from scratch. However, I do have another focus for the game controller that adds an extra layer of depth to the overall experience, the Player-Controller and NPC trade dynamic (When the player controls a living being, it's important for that character to have some level of intelligence) and that system can be controlled by:
- Tamagotchi-like behaviors that are connected to gameplay elements.
- Animation reinforcing the idea of “Character following Player’s orders”
- AI states if the player takes certain actions or doesn't do anything for example, the NPC could react with disapproval or refuse to follow orders.
- The Empathy System is designed to foster a strong connection between the player and the character. As a result, it allows players to accidentally place their character in dangerous situations.