The traveling minstrel game
Hey eeeeeeeeveryone (confirmed 2 of you) that read this blog, i thought alot about the whole rhythm in games thing and after talkin with people on NEOGAF, about it and reading a post in another persons blog http://ofb.net/~andrewc/serenepia/index.cgi/games/rhythm.arc I still couldnt come to a conclusion.
I THINK that the pace of a game or the rhythm is determined by the frequency of the rewards, things from defeating a small enemy to clearing a level, to perfectly taking a turn.
but thats just what i think maybe im wrong.
anyway on to today's game
The Traveling Minstrel
Okay so for this game i thought of two different methods. One simple and One a little more, mmmmm, complex. I'll start with the complex one
Basic gameplay goal: Influence people with music.
Gameplay modes: Guitar mode- hit the notes accurately in time with the music.
Adventure mode- find places and people who need cheering up.
As the game has a free roaming aspect you can sort of choose your own path and what you do will in the end influence what scenarios you can access during your adventure. Depending on how well you play and how difficult the song is(you can choose before the scenario starts), different scenarios will open up.
The other version of the game takes out the adventure mode and the multiple branches and turns the game into a linear single storydriven parappa clone.
I THINK that the pace of a game or the rhythm is determined by the frequency of the rewards, things from defeating a small enemy to clearing a level, to perfectly taking a turn.
but thats just what i think maybe im wrong.
anyway on to today's game
The Traveling Minstrel
Okay so for this game i thought of two different methods. One simple and One a little more, mmmmm, complex. I'll start with the complex one
Basic gameplay goal: Influence people with music.
Gameplay modes: Guitar mode- hit the notes accurately in time with the music.
Adventure mode- find places and people who need cheering up.
As the game has a free roaming aspect you can sort of choose your own path and what you do will in the end influence what scenarios you can access during your adventure. Depending on how well you play and how difficult the song is(you can choose before the scenario starts), different scenarios will open up.
The other version of the game takes out the adventure mode and the multiple branches and turns the game into a linear single storydriven parappa clone.


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