Professional Documents
Culture Documents
Elevator Pitch: Apocalypse is a post-apocalyptic survival game where the player must collect for
resources, manoeuvring obstacles and fight off dangerous mutants and competing groups to survive in a
world devastated by a catastrophic event.
Game Communication: The game conveys a sense of desperation and danger as the player must
navigate a hostile world filled with deadly mutants, limited resources, and competing groups. It also
conveys a message of resilience and hope as the player strives to move carefully and overcome the
challenges of the road.
Mechanisms:
- Resource collecting: The player must collect for food, water, and materials to survive and heal himself.
- Crafting: The player can craft tools, weapons, and other items to aid in their survival.
- Combat: The player must fight off dangerous mutants and competing factions to move forward and
secure himself.
Justification: The mechanics provide the player with a sense of agency and choice, allowing them to
shape the outcome of the game. The variety of challenges and obstacles keep the player engaged and
interested, while the consequences of their actions provide a sense of satisfaction and accomplishment.
The resource management and combat mechanics provide a sense of challenge and risk, while the
faction system adds depth and replay ability to the game.
Gameplay Loop: The player collects for resources, builds their base, crafts tools and weapons, and fights
off enemies to survive. As the player progresses, they unlock new technologies and abilities, allowing
them to explore further and face tougher challenges.
Systems:
Justification: The systems are necessary to support the game's mechanics and provide a cohesive
gameplay experience. The resource, crafting systems give the player a sense of progression and allow
them to customize their playstyle. Resource System is important for player’s The mutant system
provides variety and challenge, keeping the player engaged and interested.
Theme
The game is related to the theme of survival in a post-apocalyptic world.
Player Communication
The game communicates a story of survival, perseverance, and adaptability in the face of
adversity. It conveys a sense of urgency and danger, as players must constantly be on the lookout
for threats and challenges.
Target Player
The game targets players who enjoy challenging and immersive experiences. According to Yee's
model, these players would be categorized as Achievers and Explorers.
Justification
Agency: Players have a high degree of agency in the game, as they must make strategic
decisions about how to manage their resources and navigate the environment.
Variety: The game offers a wide variety of challenges and opportunities for exploration
and creativity.
Consequences: Players must face the consequences of their decisions and actions, as they
can either succeed or fail in their survival efforts.
Predictability: The game is designed to be unpredictable and challenging, with a high
level of risk and reward.
Uncertainty: Players must constantly adapt to new challenges and obstacles, which adds
an element of uncertainty to the game.
Satisfaction: The game offers a high level of satisfaction and accomplishment when
players successfully overcome challenges and survive in the harsh environment.
Systems
The game includes systems for resource gathering, crafting, combat. These systems allow
players to customize their survival strategies and adapt to the environment.
Apologies for the oversight in the previous response. Let's address the missing sections in more detail:
The systems and mechanisms chosen for the game proposal "Apocalypse" are as follows:
1. Resource Management: Players must carefully manage resources such as food, water,
ammunition, and materials. This mechanism adds depth to the gameplay by introducing scarcity
and the need for strategic decision-making.
2. Exploration: Players can explore the game world to discover new areas, resources, and potential
threats. This mechanism promotes immersion, rewards curiosity, and creates a sense of discovery and
adventure.
3. Combat and Stealth: Players must engage in combat with enemies, such as zombies or mutants, using
weapons and tactics. The inclusion of combat and stealth mechanics adds a layer of challenge and
excitement, emphasizing the dangerous nature of the post-apocalyptic world.
4. Decision-Making: Players face critical decisions that can impact their survival and the outcome of the
game. This mechanism encourages strategic thinking, immerses players in the narrative, and adds replay
value by offering different paths and outcomes.
5. Crafting: Players have the ability to craft weapons, tools, and other items using gathered resources.
Crafting enhances player agency, provides customization options, and facilitates resource optimization.
6. Progression Score: The game tracks the player's progress and rewards achievements, such as surviving
for a certain duration, defeating a certain number of enemies, or completing objectives. This mechanism
adds a sense of accomplishment and provides a metric for players to gauge their performance and
progress.
These mechanisms were chosen to create a challenging and immersive post-apocalyptic survival
experience. Each mechanism contributes to specific design heuristics:
- Variety: The inclusion of multiple mechanisms, such as Exploration, Combat and Stealth, and
Crafting, offers a diverse range of gameplay experiences, ensuring variety and catering to
different player preferences.
- Consequences: Decision-Making and Combat and Stealth mechanics carry consequences for
player actions, reinforcing the idea that choices and actions have outcomes and impact the
player's survival and progression.
- Predictability: The game design balances predictability and uncertainty, providing players with
a stable foundation while still offering surprises and challenges through random encounters and
environmental changes.
- Uncertainty: Uncertainty is present in Combat and Stealth encounters and resource availability,
creating tension and forcing players to adapt to changing circumstances.
- Satisfaction: The Progression Score mechanism provides a sense of satisfaction as players achieve
milestones and see their progress quantified.
In the game "Apocalypse," the resources available can include food, water, ammunition, building
materials, and medical supplies. The Resource Management mechanism requires players to collect and
allocate these resources wisely to sustain their survival. Resource Conversion Systems can be
implemented, allowing players to convert raw materials into usable items or upgrade existing
equipment. For example, players may convert scrap metal and wood into barricades or use medical
supplies to craft healing items. These systems emphasize the theme of survival and resource scarcity in
the post-apocalyptic setting.
Feedback Loops:
Feedback loops, such as providing visual or audio cues, notifications, and scores, can be
incorporated to enhance the player experience in "Apocalypse." These loops can include
indicators for low resource levels, notifications for completed objectives, or rewards for
significant accomplishments. Feedback loops help to reinforce the player's actions, progress, and
decisions, keeping them engaged and motivated throughout the game.
Consideration of Conditions:
The game proposal meets the provided conditions, as it includes a comprehensive description of the
systems and mechanisms, justifies their inclusion using design heuristics, discusses resource
management and conversion relevant to the theme, and
Feedback Loops: Feedback loops such as providing visual or audio cues, notifications, and
scores can be used to improve the player experience in "Apocalypse." Feedback loops reinforce
the player's actions, progress, and decisions, helping to keep them engaged and motivated
throughout the game.