In
this weeks group mentor seminar, Lynn and Brian showed us examples of past works
critical frameworks as a cyclic development process. I thought doing
my own initial cycle and framework would help me see the bigger
picture and plan out my project easier as a whole. Now obviously,
this is going to change constantly throughout the year, but seeing it
more laid out like this will help convey what I intend to do. The
framework will help me analyse others work, and then use that
criteria to help inform my own designs. In a way, I've already
started identifying themes of influence in companion character games,
so I'm off to a good start.
I
had a meeting today with Ryan, as he showed an interest in my idea on
companion characters in games in the presentation last week. Our talk
started off with reaffirming what it is I'm researching. I think from
this I've come to realise that while I'm looking at companions in
general, I'm mostly looking at duo characters, so this dynamic will
be different from three characters or larger teams, and should start
referring to it more like that. I think looking at other companions
will help inform the research on the whole, and the differences
between how they're designed and used is something I'm going to look
at.
I
talked about my growing interest in duo character hierarchy, the
typical roles and archetypes expected, and how that influences the
character's relationships and gameplay. I went on to how I've been
reviewing games so far; defined by examining their character design,
their story and interaction, and the co-op gameplay. Our talk helped
develop this to the framework you see above, which has evolved to
design, gameplay, relationship and compatibility.
I've
also identified a strong distinction in games with duos in terms of
target audience, as in many cases there's two humans in more
realistic art styles and genres with a mature subject matter, and
then there's either two creatures or one with a human, and these are
often more cartoon-like in style and aimed at children. I mentioned I
was going to do another exercise based on existing characters, and
instead of changing their roles, I'll change their genre, and see the
effect it has on the art style and target audience.
Ryan
said I'm off to a good start in categorising the character types and
why they're formed like that, and that my progress is really good. He
said I was confident in talking about the subject, which actually
helped boost my confidence. I still feel a little stagnant, but the
practical work has had a positive impact on me.
I
should note that I have said in the past that I'll be doing case
studies, which I have studied, but not focused on too much at the
minute as Robin will be giving a lecture in the coming weeks on how
to write them, so I'll wait until then before fully working on them.
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