Day Break: A Model for Gameplay

February 25th, 2007

The TV show Day Break is a RPG Game dream. The biggest problems with RPG game play is that the player is locked pretty tightly to a script. Event one needs to follow event two, the direction is very brittle, and once you’ve played the two events, you can’t go back and play it again without reloading the script and starting over.

Granted, the plot is “Groundhog’s Day” with a fairly decent murder plot.

Day Break has that loop built inside of it. You wake up, you take action, you learn things. If you screw it up, the clock resets to zero, and you can replay shades of decisions, to tweak things just right. Once something is 100% solved, the game play changes subtlety.

Players’ rewards are new choices and locations that unlock once a specific thread is solved to satisfaction. Threads could be replayed either via video playback or interactively, but leave the choice open for re-experience. Thus, the player failure is a result of resetting the game - providing the “death scenes” (failure scenes).

Add a few good characters that the players have to earn their trust, then lose their trust then gain them back is another series of rewards that have emotional experience.

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