C2 - Design Direction: Inherent Rising ActionIn this style where the challenge is designed to follow a simple plot structure, the experience has a rising action leading to a climax. The climax set at a moment where victory or defeat is decided discretely.
Rising action is inherent to some challenges. An example is the building of a house of cards, for each addition to the structure, the player moves closer to the goal but the player also put more at stake at the same time.
A gameplay that had an inherent rising action has the property where the game environment state dictates the difficulty and the closer it is to the goal state the more difficult it is.
In Tetris, the blocks fall faster as the player scores more points. If one considers that the game environment state is that of the current stack of blocks, then the speeding up due to higher score is not an inherent rising action, because there is no connection between the positions of the blocks and the speed of the fall. The connection is established outside the environment.
In an earlier demo, the player controls a character with the objective to switch on five drones, and let them repeated run in a work area. This challenge has an inherent rising action because moving drones poses the danger to the character. The more drones are switched on, the more dangerous the environment becomes, yet closer to the goal.
The design goal here is to design the such that all rising actions are inherent to the environment.
In the 'To Earth' demo, the player flies a shuttle through orbiting debris to earth. That environment also poses an inherent rising action, because as the shuttle flies closer to earth, gravity makes the shuttle flies faster thus increase the chance to collide with debris and fail.
What is the next situation that exhibits discrete victory decision and inherent rising action?
Time-trial and Puzzle ModesTime-trial is a default setting of a discrete victory decision and inherent rising action. In a time trial, the player is racing against a previous performance in the same environment.
In the game, time-trial/energy-trial is used to set the baseline of performance. When Albatross enters a new work region, a stage is set where the is given a set amount of energy and time, and the goal of player is to maximize the work done given those resources. The player only needs to do that once per region. The performance is used for the game to simulate the progress.
In Puzzle stages, there is no time limit, and the player would solve the stages to get key items or resources. At any day, the player could re-do the trial hoping to improve the progress with new key resources or new ideas.
In this draft, the trial stages are not persistent, and may have some variables that are randomized. Everytime the player attempts to improve the performace, the player is taking a risk, because the overall performance may be worse than before. The puzzle stages are persistent, the player could take any amount of time to solve.
What are the situations where puzzles have inherent rising action?