2.02 - Movement/Fighting

Idea for September 27, 2007


Theme: Undetermined

includes topics that expand on the theme

  • balance
  • variety
  • combos
  • violence
  • skill
  • dueling
  • special
  • movement
  • characters
  • HP-status
  • endurance
  • style(s)
  • music
  • environment (specific to characters)
  • speed
  • strength
  • weapons
  • customization?
  • unlockables -> re-playability
  • intuitive
  • multiplayer
  • mind games
  • controls (simple or complex -> casual or elitist?)
  • time limits -> increased urgency?

Genre: Fighting

game genre with possible significant changes or important points

Mechanics/Systems

individual gameplay mechanics and mechanics categorized by system

  • Emphasis on Controls, game Balance and Movement during combat
  • Combat
    • increased distance between opponents, promotes increased movement -> use long range weapons (like guns)
    • combat takes place in a large area, opponents can break off from one another and move to different opponents (locked one-on-one combat mechanics, just like a typical fighting game)
    • customizing movesets/strengths (stats) opens up gameplay possibilities, but putting moveset control into the player’s hands may reduce the finely tuned balance between characters, and increasing random chance
    • Flying while fighting, or maybe falling (like while parachuting) -> this would be very sensational, but unrealistic

Story

narrative elements concerning plot, characters, world

Audience

includes possible target user group traits

Possible Technology

includes hardware that would best support the game


Contributors

includes GDDG members who contributed to this idea and were present during the discussion

  • Mediator: Cody Church
  • Alexius Matsi
  • Vincent Cua
  • John Zhang
  • Ethan Johanson
  • Shane Morin
  • Lanz Singbeil
  • Tyler Nickel
  • Alfred Darakjian
  • Kerry Woodrow
  • Kyle Sakai
  • Lawson Lim
  • Harrison Wang
  • Andrew Wong
  • Matthew Louie
  • Chris Walters
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