Game Pillars

In week 3 we worked out our game design pillars and I figured them out because we had to make a presentation with them since they’re the core aspects of the game.

I worked these out after thinking about the emotions I wanted the players to feel when playing, for instance the desire to “hide” but not truly being able to, the desire for a break, and the desire to leave as fast as possible, and the feeling of not being able to appreciate the beauty in the game. I personally tend to stick to the same paths to get where I need to go, and I will never go on a detour down a scenic route just because I don’t want to spend too much time outside, so tend to miss the moment.

These then developed into:

Memory and recall – Remember your grocery list

Stealth – Navigate the store by avoiding as many people as possible

Social Anxiety – The experience should make the player feel very conscious about every single person around them

Safe areas – The experience should make the player want a place to just breathe