Tuesday, 7 April 2015

Designing Game Elements: Theme (Part 9)

Designing Game Elements: Theme

This refers to the parts of the game that do not directly affect game play at all but are intended to get players emotionally invested and help them make sense of the rules.

Game Theme: Sword Art Online

As I already wrote about the theme in an earlier post I will refer back to it.

"Just as any game, I will have to think of a theme to use for my game in order to help immerse players into the game world and giving them a purpose and motivation to overcome the obstacles and reach the goal.

An animated series called 'Sword Art Online' was rather inspiring from the perspective of a game designer and along with several other friends of mine, I thought it would be nice to be able to play in an MMORPG using its setting.

A summery of its setting is that several players are trapped inside the game world of a fantasy MMORPG called 'Sword Art Online'. Everyone is unable to leave until someone manages to clear the highest level dungeon in the game world - at which point, everyone would be free to leave the game. However players are given very good motivation to want to become stronger as they are told that if anyone was to die in the game world, they would also die in real life.

This setting can work well to give players a common goal like in Pandemic, then using Munchkin's mechanics as the start point for the economy would give the game the fitting RPG feeling I am looking for."

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