The Game of My Choice...
1. Describe the formal elements that make up the game. Be as clear and detailed as possible.
Number of Required Players – Basically 1 (but who really cares if your little sister comes long and give you a few suggestions here and there *shrugged*, especially since the computer can’t tell anyway :p)
b) Travelling to different locations on the map to interrogate other people
Here's an example of a screenshot taken from the website:

I think the above description would very much fulfill the requirements for playing or rather, I can’t seem to think of any missing components that may hinder it otherwise :p Although I have an inkling that such has more to do with the fact that the game is being played on a computer so everything would very much be like a “hands-on” experience where the player could learn as he or she plays the game. If the game is to be played on some other form of medium, then it may be a completely different story. As for additional rules, I don’t think there would be any, especially since it all bores down to “If it works, it works and if it doesn’t, then it just doesn’t” with no penalties/forfeits or whatsoever. But then again, it could also be due to the way I play the game? ... On the other hand, there could be an assumption that while the order of actions taken by the player/Nick Bounty may affect the progress of the narrative in the game, it should not affect the ending/eventual outcome nor be regressive in nature.
3. Following Doug Church’s approach, try to extract the abstract design concepts that constitute the gameplay. Can these be transferred to a different type of game? Why/why not?
Based on the readings by Doug Church, I think the game bears all 3 abstract design concepts, namely – Intention, Perceivable Consequence and Story. The concept of intention could be found in the need for the player to decide what items to collect and how to use them to a certain extent (although the game itself does set a limit to what could be added to the inventory, how to use them and in what scenario :p) and what to say to other characters (but again, from within a limited set of choices). Perceivable consequence is almost immediate with response(s) being made by the main character, Nick Bounty or other characters whenever an action has been taken. Overall, I would say that the story of the game has been more designer-driven than that of player (again with regard to the point that certain actions could be taken but others could not).
The use of these concepts could be transferred to other types of games, but in this case, I think it may work better, perhaps on games that place a higher emphasis on the narrative development relative to anything else. This is mainly due to the fact the story of the game is designer-driven and hence, there is little that a player could do to alter its course. On the other hand, although the game does require some decision-making from the player, the accompanying set of limitations would not only reduce the level of interactivity but make gameplay almost “predictable” after a first round of play. Thus, it would not be very appropriate for games that seek to provide a lot of interactivity between the game and its player(s) or to be long-lasting (i.e. could be played over and over again) for the matter.


1 Comments:
Believe it or not, I've actually played this game... :)
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