This week, we talked about what pillars and research experience are. The so-called pillar of game design lies in what defines the core of the game, and taking the events experienced in life as the main body can make the game bring players a deeper feeling
My pillar and core
I hope players can experience the fear of drowning (because I once knew the horror of suffocation).
I define my game concept emotion as Apprehension because I want this game to alert players to such dangers
I define the dominant type of the game as event narration because I want to focus on the fear of drowning rather than the art style or technology
In terms of emotions, Fantasy was chosen as the main theme, creating a battle underwater with darkness and suffocation as the main subjects. In the dark water, there are unknown creatures that neighbors fear and unattainable water surfaces, only getting further and further away from the light.
However, the final project adopted the dark deep sea and the longing to leap out of the water to escape the suffocating feeling underwater
the other two points are It brings players deep-sea fear and a terrifying environment in the dim deep sea uses more passionate music, visual impact and rapid drowning to reflect the characters’ suffocation and embarrassment underwater
Improve the Design pillar draft
- By shaping the interaction of light and the slow, obscured flow of dark water, I seek to create an atmosphere of solitude and quiet detachment. The space feels otherworldly and distant, evoking a loneliness akin to death itself, prompting players to confront themes of mortality, silence, and the unknown.
2. Players move along with the rhythm of the music, unable to retreat but only thinking about moving forward. They feel the character’s trajectory in the ocean as they move to the rhythm
3. Follow the light and sound, do not be swallowed up by the silent darkness or bound by pain. Absorb the light, become the light and transcend the light