Escape from Hashima is a single-player game based on the
story line of a man trying to retrieve his father who was accidentally left
behind after the island was evacuated. Since
the island is small, the game is designed to take place over the course of an
evening, night, and morning in game-time, or not more than a few hours total in
real-time. The player competes against
the computer to find the father and leave the island, with limited resources
and limited, but replenishable, health.
While there might be a scoring system to allow the player to compete
against himself or other players to maximize his or her final score, this has
only been loosely discussed by my team.
Fairness comes into play through the difficulty faced
opposing the computer controlled opponents.
Stray dogs may attack, and a released pet raccoon may steal supplies. Although the mechanisms for how this will occur
have not been finalized, we plan to make the outcome dependent on a combination
of collecting appropriate defense items, awareness of what is going on in the
game, and fighting ability. No one item
or skill will be required in order to achieve the desired outcome in a fight.
Adjusting difficulty level would be the easiest way for our
game to balance challenge vs success.
The first level, driving a boat, is short and requires a completely
different skill set from the main focus of the game. We also want to make the most difficult level
be the act of finding the missing father, with the final level of returning to
the boat to be fast and easy. This means
that difficulty will not increase with each level. However, it would be simple to reduce or
increase the number of animal attacks, length of night vs day, or add storms or
additional opponents. A haunted version
of the game would be an interesting heightened difficulty level. For the purposes of this course, we will most
likely only create the one basic difficulty level.
Our game’s most meaningful choices will be the path taken
around the island, which items to collect, and whether to fight off or befriend
a stray dog. If the player chooses to
explore an area of the island that the missing father is not located on, the
game will take longer to complete, which will introduce more opportunities to
face opponents. The number of items that
may be carried will likely be limited, so the player will need to balance a need
for food, defense, and shelter. The
decision to fight off or befriend a stray dog will change the game
experience. Not all dogs can be befriended,
so it is a health and life risk to attempt to befriend. However, dogs can be used as defense, for
finding objects, and for finding the missing person, especially when combined
with other found objects such as the father’s found jacket. The game can still be won, regardless of
which choice is made, but the easiness of completion, the time balance, and the
general experience of gameplay can be made radically different. However, we will attempt to prevent any choice
from becoming a dominant strategy by not giving any one choice too much power
over the game’s outcome.
Our game uses both head and hands, but is more focused on the
head. The first part of the game,
driving the boat to the dock is mostly based on a physical challenge. Also, the opponents faced while on the island
will be fought with fighting skills, in addition to the foresight used in
collecting defense items. However, most
of the game will be based on making decisions about what items to collect,
learning one’s way around the island for the search, and anticipating
danger. For this reason, it is designed
to be more appealing to those who enjoy a mental challenge more than perfecting
the muscle memory involved in steering and fighting.
There are multiple forms of punishment in this game. The health meter will prevent the player from
doing whatever it is that he or she wants to do without consideration of the
character’s needs, and will terminate play if the character’s needs are not met. Failing to collect items will work in a
similar manner, by not allowing players who fail to collect any defense, food,
or shelter items to survive. The player
might also find that certain obstacles will require collecting enough of
certain types of items before being allowed to pass, although what these
obstacles and items will be haven’t been finalized. Items will also deplete, meaning that each
item will be given a set number of uses, ranging from once to unlimited, depending
on item type.
Players will be given a sense of freedom by the fact that
they can wander around any non-obstructed parts of the island, but will still
have a controlled experience. The father
that the player is trying to find and the opponents faced will not simply be
sitting and waiting in one spot. Actions
that the player makes will act as unseen triggers to the placement of the
father and opponents. There may also be
additional restrictions placed on movement across the island for the last part
of the game, basically adding obstructions to the landscape in order to lead
the player back to the boat docks without wandering around lost for a large
amount of time.
We expect that a big part of the appeal of our game will be
its setting on Hashima Island. Since
this is a real place, and is of popular interest as an abandoned city, we want
to make the layout of the game island match the layout of the real island. Simply having the same types of buildings on
the same spot as they are on the real island should give players the feeling of
exploring the real place, even without fancy meshes that mimic the true-life
look of each street and building. This
will be heightened by offering the chance to read information about the real
island and its history in the menus.
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