The game introduces several elements that I want to include within the gameplay for my own scene. The ability to go on dates that isn't compulsory as part of the narrative. Also that factors outside the date, in the picture offering flowers- in my game getting drunk, could have a positive or negative outcome.
Another feature is the the measurable statistic of factors that could effect dating success. In this case we see that levels of muscle, fat and sex appeal affect character CJs luck with the ladies. When I was planning out my scene before I discussed how alcohol could be used to boost character confidence which would then affect dating success. The system in GTA seems to perfectly demonstrate how this could work.
What stuck out to me most was the disco minigame that was used to influence dating success. This seems the perfect influence as the dancefloor is one of the major interactive areas in my scene, and the area where the dating action would happen.
In my design document I discuss how whilst these interactive features will not be evident when I am simply building my scene, however they are an important factor in the whole process of planning out the design and function of the areas of my environment. Therefore I feel they are definitely details that should be included.
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