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CrackQuest. A conceptual video game design by Darian Grant. Design Challenge. To make a video game that breaks the rules, entertains and offends the user, and makes people laugh. CrackQuest. Plot:

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Crackquest l.jpg

CrackQuest

A conceptual video game design by Darian Grant

Design Challenge

To make a video game that breaks the rules, entertains and offends the user, and makes people laugh.


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CrackQuest

  • Plot:

    • Police have arrested your cracked out girlfriend and submitted her into rehab. Fight the power and save her before she reforms and makes something of herself one day!


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The user description

  • Student gamers with a sick sense of humour who want a break from the cute, happy feeling video games and who just want to have a laugh

  • They are likely:

  • Ages: 18-25

  • Internet Gamers

  • Adventurous and open minded

  • Looking for a quick change to take their mind off things


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The storyboard of user experience

  • A user is bored and tired of playing the same kinds of internet games out there:

  • The user sees the title CrackQuest and the picture of a junkie as the display pic:

  • The user perks up and clicks on the link:

  • The user is thrilled to tears:




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Prototype Game Over Screen

“WINNERS DON’T USE DRUGS”


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Mechanics

  • Simple:

    • Move with the arrow keys

    • Punch and kick with the ALT button

    • Throw syringes with the CTRL button

    • Special weapon with SPACEBAR

  • Special weapons are cocaine grenades for AoE attacks and Speed for super-strength and quickness


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Raising the stakes

  • Buzz meter:

    • Character must have the perfect level of drugs in his system

    • Damage affects the buzz meter

    • Too little of a buzz, character slows down, shakes and vomits

    • Too much of a buzz, character takes the risk of overdosing OR could become invincible for 10 seconds


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Justifications for design

  • Power Game Factory Engine

    • Very little programming to add in

    • Easily modifiable

  • Simple 2D art work

    • Characters in faded colors

    • Backgrounds in black and white

  • Leaves a lot of room for creativity, input, and planning


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User Testing

  • Testing continuously throughout the design

  • When we have a playable demo

  • Final testing 2 weeks before deadline


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Shortcomings of Design

  • Many people will not appreciate our sense of humour

  • There is no real winner in the game because “Winners don’t use drugs”

  • 2D art may not appeal to many people


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What else is possible?

  • If there is time:

    • More special weapons:

      • Loose change weapon:

        • Throw some loose change on the ground and homeless people come and fight beside you for 10 seconds

    • More levels

    • More big bosses and twists


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Next Steps in Design Process

  • Select Team

  • Collaborate on artwork and levels

  • Build playable version of the game

  • User test

  • Iterate

  • Adjust

  • Repeat

  • Complete


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Summary

  • Fun

  • Funny

  • Simple

  • Good

  • Fun


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