Wednesday, 20 February 2013

Atmosphere

In my pitch for the development for my game I discussed using various techniques to try and engage the player. I have recently been focussing more on these techniques.

 I have been wandering around various forums looking for some thoughts on what makes a game have a good atmosphere, a stepping stone to an immersive experience.

http://www.escapistmagazine.com/forums/read/9.181717-Atmosphere-in-games
http://forums.penny-arcade.com/discussion/136568/atmosphere-in-games
http://www.giantbomb.com/forums/general-discussion-30/what-game-was-the-best-atmosphere-531260/

A lot of the answers on these posts recommend a strong story line (or discuss games which have strong stories) and musical scores always help with immersing the player.
'Nothing about the world in that game felt lived in, everything felt like it was made up on the day'  - Hank-Scorpio, 2011

For my game, including a storyline and the introduction of ambient music seems like it could help the game increase the potential for imersion.
I already discussed the use of a radio and its sound effects, I can also include tense music at certain points to make the player subconsciously tense up in preparation for what might come next.

In terms of story, the game is very linear at the moment. I am unsure of ways in which I can release the player and give them the freedom, keeping rooms open could be one way but as of yet there is no way for this to actually make an impact to the games overall outcome.

I will be implementing more of a story behind the frantic key collecting, starting with a note from the previous owner of the house. This gives an insight into why the player is roaming the house in the first place.



It reads:
'New House owner
Sorry I couldnt be here to welcome you, I had to leave... quickly.
Hopefully you will find your way round no problem.
Dont go into the..................my only warning.
Watch your step.
Previous Owner'

Inside one of the cabinets (room 1) will be another note. Simply reading:
'You have no right to be here.
Get out'

In the bedroom (room 2) will be another note:
'He comes when the night is darkest.
There is no escape.
There is no running
Only the end.'

Or wording to this effect. I will be adding in more hints that something is with the player aswell. Such as sound effects of footsteps or breathing behind the player.
There will be visual queues also that show something is there.

A change to the original house set up, in the final room will be a long corridor where an AI will quickly come from behind the player and chase them til they reach the exit of the house at the end of the corridor. This planned ending gives me room to explore possibilities with how I can build up to this final rooms events.

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