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
page revision: 0, last edited: 15 Jun 2009 22:05