Premise: The premise is that at the beginning of the player’s journey, they are given a random character. They will have 3-5 tasks to complete by way of mini games that are either based on probability or skill. If they complete a task, they get a narrative goodie like domesticating a cute pet or winning a wheel of cheese. If they don’t, they don’t get the goodie. By the end of the day, the player is tasked with the choice of whether they have regret or not. Hopefully all of the narrative goodies are enticing enough to spark regret in the player so they say “Yes.” If the player selects “Yes,” the game restarts with a new avatar and they go through the cycle again. It is my hope that they lose things they had in the first run and gain new things. When the player gets to the regret screen and selects “No,” the game is finally over. Each time they say yes, the game restarts. When the game is finally over, they can see all the previous avatars they played as. The purpose of the game is to teach the player to not hold regret regardless of the outcome of their day. They should be grateful about the things they have and recognize that nothing that we do is truly unique. Every 4 years there will be a new captain of the football team, class president, club president, best student, etc. Whether you are that thing doesn’t have as much consequence as we believe.
Challenges: Programming mini games, making “quests” players will be invested enough in to beget regret, and time management.
Project Plan:
10/18 – finalize first draft after playtest
10/20 – create ideas for game space and ways to implement
10/21 – Play test in class and gather feedback
10/22 to 10/23 – refine the game according to feedback
10/23 – playtest the game in class
10/23 to 10/26 – refine the game and design according to the playtest
10/28 – playtest refined game in class and gather more feedback
10/30 – playtest and make final changes
11/1 – submit