1. Ogheneochuko Ideh (S174578) Final Project
1. Final Project: Lock andKey Design Document
1.1 Game USP:
Utilisingmotioncontrolstointeractwiththeirsurroundings,playersmustcollaborate,solve
puzzlesandclearlevelstoattainall brokenpiecesof theirhome-ship,ensuringtheirescape
fromthe “alien”world.
1.2 Genre:
Co-Op
Puzzle
Adventure
1.3 Platformsandhardware:
WindowsExecutable
Leap MotionControllers x2
1.4 Target audience:
Projecteddemographic:Unisex ages5-10
Archetypes:AchieversandExplorers
2. Game overview
2.1 Game Concept
Lock and Keywill functionlike manyof the earlytitlesof the NintendoWii lifespanasitwill
feature intrinsicandeasyto mastermotioncontrols.Wii gamesof notable similarities
include:
The Wii Sportsfranchise –for itsintrinsicmotioncontrollers(see figure 1)
Elebits– foritssandbox approachto playerand objectinteraction(see figure2)
Figure 1 Figure 2
2. Ogheneochuko Ideh (S174578) Final Project
The core emotionsandtypesof funthe game aims to insight consistof:
Curiosity
Wonder
Surprise
Awe
ZenFocus
Excitement
Relaxation
All of whichare encapsulatedby“Easy”and“Serious”fun,termsintroducedbyNicole
Lazzaro to furtherunderstandthe fundamentalsof playerexperience (PX),these are dubbed
“Keys2Fun”. Inadditiontoeasyand serousfun,tracesof hardfun will be introducedtothe
PX,as many successful titlesconsistof twoormore typesof fun.
Lock and Keywill operate primarilyasagame of progression, asplayerwill have asetof
tasksto complete priortoclearinga level.Additionally,the game will feature slicesof
emergences asinteractingwiththe environmentmayleadtoexploitsthatadvancesplayer
progression(suchasuncoveringhealthpickupsandcollectables).
Lock and Keywill feature a three-actstructure witheach ‘act’ operatingasa world and each
worldconsistingof three levels.Eachlevel of the world will serve the purposeof introducing
the rulesand mechanicsof the game (see figure 3).
The example above reflectsthe learn,practice andmasterloopof worldone.The motions
controlsenable playerstointeractwithobjectsandenvironment,playerone isrestrictedto
movingobjectsleftandrightwhilstplayertwoisrestrictedtothe forwardand backwards
movement;thisisshowcasedinlevelone of the image above.
In level twothe playerswill intrinsicallycollaborate totransportthe blocktoits designated
area.The culminationof the player’sPXcomesinworldthree wheretheymustcorrelate all
theirknowledge.
In additiontothe three-actstructure,the game will featureasandbox mode, where all
progressionelementsare strippedfromthe game andplayersmayfreelyinteractand
experimentwithobjects,environments,physicsandelements.
Figure 3
3. Ogheneochuko Ideh (S174578) Final Project
Secondlyuponbeginningthe storymode playerswill be promptedtoclearanancillarylevel,
inthe level playerwillhave the choice of utilisingall mechanics,thisisaformof the
Endowmenttheorycalled“ablitease”.Bybeginningthe game withall featuresand
mechanicsunlocked,playerswill thenhave the incentive toreachthisstate againand
therebyanincentive tobeatthe game.
2.2 ProgressionStructure:
World Description IntendedDuration
Ancillarylevel Accessto all featuredand
mechanicsat once –
endowmenteffect/abilitease
3 minutes
WorldOne Introductionof directional
movement
7 minutes
WorldTwo Introductionof core
mechanicsandrules:
Enemiesinteraction
Physicsinteraction
Elementsinteraction
10 minutes
WorldThree Culminationof all skills 10 minutes
2.3 Collectablesandreliability:
Shipparts will be the collectablesof the game,collectableswill be scatteredthroughgame
levels,some inopenspace othershiddenbehindobjects.Asplayersprogressthey may
returnto prior levelstoattainhiddenshippieceswith thatwere previously unattainable,
thisleadstoa replayabilityvalue.
In additiontoshipparts,healthpickupsalsoactas collectables,healthpickupscouldalsobe
attainedfromopenspacesandhiddenareas.
3 Look and Feel
3.1 Playercharacters:
Figure 4 Figure 5
4. Ogheneochuko Ideh (S174578) Final Project
Playerswill playasalienswhoare foreigntothe worldtheycurrentlyinhabit. Toadhere to
the projecteddemographic,playerswill retain“chibi”formsakintothose seeninfigure 4
and 5 inadditiontoa colourscheme consistingcomplementarypastelcolours.
3.2 Game Environment:
The game environmentwillbe a directcontrastto the playercharacters,thisisto representthe
juxtapositionanddysphoriabetweenourplayersandthe “alien”environmenttheyhave found
themselvesin,thisalienworldbeingaworldof magic.Additionally,the game will feature an
isometriccameraviewsimilartothatof figure 7.
Figure 6
Figure 6
Figure 7
5. Ogheneochuko Ideh (S174578) Final Project
Bibliography:
Donaldson Endowment Effect:
avatar Ryan Donaldson. (2014). THINK DESIGN: THE ENDOWMENT EFFECT. Available:
http://community.vfs.com/arcade/2014/03/think-design-the-endowment-effect/. Last accessed 20/02/2018.
Juul Emergence and Progression:
Jesper Juul: "The Open and the Closed: Game of emergence and games of progression". In Computer Games
and Digital Cultures Conference Proceedings, edited by Frans Mäyrä, 323-329.Tampere: Tampere University
Press, 2002.
Lazzaro 4 Keys 2 Fun:
Nicole Lazzaro. (2012). The 4 Keys 2 Fun. Available: http://www.nicolelazzaro.com/the4-keys-to-fun/. Last
accessed 20/02/2018 .
Nintendo Wii Sports Image:
Nintendo . (2006). Wii Sports - Gallery . Available: https://www.nintendo.co.uk/Games/Wii/Wii-Sports-
283971.html#Gallery. Last accessed 20/02/2018 .
Romulation Elebits Image:
Romulation . (2012). ELEBITS USA . Available: https://www.romulation.net/rom/Wii/Elebits-U. Last accessed
20/02/2018 .
Stewart on Bartle’s Taxonomy of Players:
Bart Stewart. (2011). Personality And Play Styles: A Unified Model. Available:
https://www.gamasutra.com/view/feature/134842/personality_and_play_styles_a_.php. Last accessed
20/02/2018 .