The next lens I want to look through on our game "All Fucked Up" is the lens of curiosity from the book The Art of Game Design: A Book of Lenses written by Jesse Schell. I try to answer the following three questions:
- What questions does our game put into the player's mind?
- What am I doing to make the player care about these questions?
- What can I do to make the player invent even more questions?
What animation can I trigger with what action? What happens if I finish the level in time? Can I avoid killing anybody and just sneak through? What happens if I kill all enemies in a level?
I put a low level to gain the first animation, like pickup things or shoot two enemies in under 2 seconds, this should make the player aware of that and make him curious how he can provoke other animations. I love those kinds of little things it feels rewarding if I can unlock a neat little animation by achieving something. That makes me curious about the level and I would try to play a level even more than once to see if I didn't miss a possible animation. The tricky part will be to collect enough animations. As well as how the enemies react on certain events and the fact that they react differently to certain events. They for example are very nervous if the player hits the scene and they get confused if the player jumps out of sight. They start shooting a second after they see you and if you jump at that moment they kill each other, remember they are very nervous.
The level itself should have animations too, like exploding if time is up in time-limited levels. Or let free prisoners if achieve something and they will shoot to as soon they find a gun. Our game does have friendly fire activated. So bullets kill no matter if friend or enemy. That might add challenge and fun situations if enemies shoot each other in the heat of the battle.
I guess I need to think of more things, but I have the feeling I'm on the right track.
Thanks for reading. I would appreciate your oppinion below in the comment section.