Serious Game Concepts

I'm going to undergo a project that will strive to achieve a more Serious goal within the realm of Game Design and Development. To begin, I've broken this down into numerous elevator pitch concepts in order to iron out what I feel could be the strongest, most feasible and most enjoyable method for delivering the context of this intention.

Often, we run into challenges that impede the progress of our endeavors. While working on tasks we encounter problems that frustrate, complicate and at times render our goals nullified. On a human level we all work towards reaching these objectives and deal with the consequences of scenarios, circumstances and considerations. As we decide to partake in games of intellectual and physical engagement these challenges are either instigated between teams and parties or manifested as computer-controlled agents that stand in the way of our heroic journeys. Through these forms of play, we alleviate some of the stresses related to more concrete real-world problems by overcoming fake-world problems. For in these worlds we can thrive in the bounds of rules, magic circles and the empowerment we are provided.

Topic
Maintaining MOMENTUM to alleviate stress and provide empowerment for players, utilizing formal mechanics in such a way that never impedes, halts or stutters the player's intended path or strategy. In a way, this is seeking to find a balance between the roles of player skill and the challenge put in front of the player (of which there will be little to none) without leaning towards making an experience that becomes boring.

Audience
While these concepts could appeal to a variety of demographics and age levels, since it strives to alleviate stress that all humans share, college and high school students looking for an escape from the challenge of college life, living on their own for the first time and transitioning into the professional realm, will be the target. See also: My students.

Research
Much of my own design methodology relies on the understanding and maintenance of Flow within a game's narrative, both on a contextual scale and a formal one. Flow is a mental state in which a person performing an activity achieves complete immersion and focus with the activity. The term was recently coined by Mihaly Csikszentmihalyi, but the idea that one can be completely absorbed by an activity is far from a modern concept. This mental state can be compared to ascending (cool, right?) and being transported to a completely different form of existence, or alternate reality, considering its affects both physically and mentally. It distorts the perception of time, provides a sense of control and importance over the activity and allows it to intrinsically reward the individual. Control, psychologically, provides certainty, understanding, consistency and a capability to predictAbraham Maslow's heirarchy of human needs places emphasis on the importance of Control as a human need.

Balancing the level of challenge placed in front of players based on their relative skill level is fundamental in designing engaging, rewarding and ultimately fun play. Humans perform, behave and simply be better when fun is incorporated into real-world or fake-world tasks. Work becomes fun, problems fade away, and our general well-being improves. Skill development over time directly impacts an individual's ease in entering Flow, which can rely on evaluating, iterating and changing the constraints, goals and tasks to maintain.

Design Constraints/Commandments
- No mechanic should ever reset or stop the MOMENTUM
- Must be small in scope
- Must be short and completeable within 10-15 minutes
- Must feature simple mechanics
- Allow for Mastery and achieving Flow

My Conceptualization Process
As with any concept, I always begin with a series of sketches based on some of the first things that come to mind. To brainstorm I began by thinking about activities that propel us, like driving, bicycling, flying or running. I considered things like physics and the natural fun of jumping, moving and flinging things at high speeds in order to round out a general purpose or task related to these ideas. For me to be fully enthralled and locked in with the concept of making it a reality I always have to have a key look and character nailed down. If I'm in love I can make it happen.

Concepts
1. Push + Pull: Travel as far and fast as you can by pulling objects towards you and using their momentum to launch yourself through the air.
2. From Here to Eternity: Take the role of an intergalactic pilot flying at lightspeed through space, managing resources like power and shields.
3. Office Space: Type, sign and file your way through three tasks at the speed of sound at the click of a button.
4. Relentless Runner: Infiltrate an enemy castle full of unaware enemies as an impervious warrior by running, jumping and striking at lightning-fast speeds
5. Cyberpunk Spinner: Maintain rhythm as you pedal faster and faster on your journey through 80s-inspired cities lit by neon lights.
6. Progress Bar: Take control of a loading screen bar in its many iterations and load, load and load it up to 100% with input commands.
7. Crash Null: Assume the role of a crash test dummy in an invincible car during a crash test dummy uprising, driving through test walls and breaking them instead of you.
8. Cloudwalker: Ascend to the heavens by leaping from cloud to cloud, obtaining special abilities and power-ups along the way that increase your speed, jumping distance and more.
9. Infini-slide: Take a quick slip down a water slide and propel yourself even further with speed and flight power-ups and abilities.
10. Guardian: Assume the role of an impenetrable and powerful warrior monk, protecting a sacred tree from evil through flashy martial arts moves that knock enemies away

Concept 1: Relentless Runner



Once my mind started going with this one I couldn't stop. The concept isn't far from a typical Runner game, in which players run automatically, jump and roll their way from start to finish on a series of lanes. The core mechanic would be obtaining points by landing the most strikes on enemies and finding the right lane to be in to maximize your potential amount of attacks. Obstacles are overcome by timing your jumps and rolls and changing lanes, but with this concept, nothing will break your stride. Each game session will never stop and will run its full course to the end, no enemies can hurt you or slow you down, and you will never stop moving (even when striking enemies). Each run would take place from the outside of a city into the heart of its centralized castle fortress. There, your assassination target rests, and has no chance of escaping your justified wrath.

This concept builds up MOMENTUM over time. This escalates the challenge of being in the right place at the right time without making the player feel powerless or controlled.

Concept 2: Cloudwalker


Inspired by the strength of the legendary Chinese myth, the Monkey King, Cloudwalker expands upon traditional Jumper games by introducing pole vaulting physics to ascend higher and faster while also providing temporary or passive power-ups that empower players during each play through. If you try to land a jump on a higher platform, the lowest cloud will simply catch you, playing on the Monkey King's control over cloud-walking boots and keeping up the perceived momentum of the game's progress. Other objects, like the pole the character uses or the apples that can be used as a currency or source of power draw inspiration directly from the folklore and mythology.

This concept builds up MOMENTUM in short bursts, but rewards players each and every time they perform the most basic of commands in the game.

Ouroboros Emphasized



Many of the concepts I create emphasize the relationship between the mechanics and the narrative. While this ties in many of the components of the Ouroboros that breaks down the Player Experience and its Outcome, Formal Constraints by far outweigh the others. The most important thing creating a sense of momentum and power is within the rules, capabilities and the feel, response and consequences of player control. If you're jumping or running in either of the chosen concepts, being stopped in your tracks removes the sense of freedom of movement and renders the player incapable of achieving Flow.





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