GD 201 - 10 Pager: Gameplay Experience
For the pacing of the game it would be on the players own time depending on what the player is engaging in. For example, if a player is in a dungeon raid with others, the pace would be somewhat chaotic but normal pace because it requires a lot of attention to put damage on to the boss and other enemies, apply defensive and offensive buffs, watching your health, etc. If the player is say roaming around the open world, which would be the scope of the game, there could be areas that are more punishing than others where you can possibly lose items but it’s up to the player where they would like to engage in that kind of pace, but other than that the open world roaming pace is mostly average and giving you time to explore things on your own. As time goes on with the player leveling up, getting high varieties of gear, the difficulty world level can increase being from 0, which is how everyone starts off, all the way to world level 5, all this brings more and newer enemies, better and more different pieces of weapons and gear, and higher level dungeons and raids. The impact of the game focuses and tries to deliver a frustrating but end rewarding impact for the player.
GD 201 Digital Games Proto. (Luis G.)
A prototype game for my Digital Games class.
More posts
- GD 201 - Final 10 PagerMay 17, 2021
- GD 201 - Journal Response 12May 10, 2021
- GD 201 - Journal Response 9Apr 19, 2021
- GD 201 - Journal Response 7Apr 05, 2021
- GD 201 - 10 Pager: Character and ControlsFeb 28, 2021
- GD 201 - 10 Pager: Story and SettingFeb 28, 2021
- GD 201 - Journal Response 3Feb 28, 2021
- GD 201 - 10 Pager: Game ConflictFeb 15, 2021
- GD 201 - 10 Pager: Game MechanicsFeb 15, 2021
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