Tuesday, 28 March 2017

P5 C/D


P5 C- Gameplay with associated visuals
There are several ways in which players will be able to interact with the characters my game. For instance, by controlling their lifestyle and making decisions for them based around this. This is what links the main purpose of the game- to design a life which is successful for your virtual friend. By doing this, players are able to increase the playability, making the game successful and increasing the overall enjoyment and satisfaction throughout gameplay.

The graphics, user interface and mechanism within the game each add up to complete the overall satisfaction rate for players. This is identified as a highly subjective attribute that provokes a difficult measuring due to player’s preferences and pleasures having influence on the satisfaction for specific game elements. This includes factors such as the characters involved, along with the challenges inside the virtual world which is my game.

It is essential for players to become immersed in my game, meaning they hold the capacity to believe in the game’s contents and integrate the player into the virtual game world. This provokes that the players become involved within the virtual world as if it is real, becoming part of this and interacting with it. This means that the player perceives the virtual world represented by the video game, with its laws and rules that characterize it. A successful game involves having a strong immersion level, when it has equilibrium between the proposed challenges and the necessary player abilities to overcome it.

Below I have added visuals to demonstrate two scenes which are featured within my game. It is clear that the player is able to choose and care for their own virtual pet, completing activities such as walking, feeding and bathing them as demonstrate in the images designed. I created a tool box/ key to show how players are able to choose which features they like in order to play with their virtual pet.














P5 D- Target Audience

The audience for my game will be people of each gender but mostly women. This is due to the game being involved with topics such as family and education, which are usually related with the female audience. Although despite this, many males will also find the game appealing. The average age range for my game will be those between the ages of 13 and 17 years, as those older are unlikely to still be interested in online games. It is expected that teenagers will find the game most appealing as they usually hold an interest in the topic of lifestyle.

The chosen demographic does not involve those from a particular social class, as this is not essential when looking at those from a lower age category such as teens. Therefore, the standard target consumer is a teenager either male or female, who holds an interest in the topic of family life.

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