Wednesday, 9 October 2019

Design and Progression

Today was pretty much focused on design. Analysing Rush and breaking it down to its core components. To the point where the majority of the game is mapped to a design document, which then will allow me to expand upon it's design and incorporate newer mechanics.

So far I've detailed mechanics I know and remember. The next phase is to methodically replay the game and tooth-comb my way through, to make sure nothing is over looked.
After which I can begin to build a project.
This will eventually allow me to show that not all re-releases are the same. That with some effort, older games can be rejuvenated and be relevant in a modern market without being a simple cash-grab that other re-releases are.

Then I will be able to offer a play-test my for my colleagues, in order for me to further my research into the subject and eventually offer a critical discussion and comparison.

Testing will encompass both aspects of my question: remasters and remakes. To achieve this I will offer the original game via an emulator with upscaled settings (which is what most remasters are) and then a play through of my remake project.

The final phase will be able to discuss my question: How are re-releases affecting design and creativity in the gaming industry?

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