If you start off with a game with just a simple path, but
in one version you're running from monsters, and
in another you're competing in an auto race, each one of those stories will
lead to different problems and solutions as you make your game.
What is my story doing to affect my game?
What is my story doing to affect my character?
Does the story change the way a player might act?
For instance, if I make a game and the main character's a werewolf,
would that change my player reacted to pictures of full moons and silver bullets?
Are the players discovering things as they go through your game?
Meaning what do they learn at the start, the middle, and at the end of your game?
What are they learning about the world and the challenges along the way?
Are there parts of your story that can be removed without changing your story?
If there's something that if you were to remove it,
your game still feels just as good, maybe you should remove it.
Remember, every element you add, is another thing that has to be designed,
programmed and tested.
Simplicity can really help.
If you show your game to a friend, and
then ask them to tell the story back to you, what do they say?
That one can be really helpful,
since your game might not be communicating what you think.
Sometimes you can be really surprised when you find out your game is communicating
something totally different than what you intended.
So, that's all for this week, good luck with your assignments.
I'm looking forward to seeing what you all come up with.