RAGE RUSH | FMP
Game Ideas
Analysing the ideas I had for my Fall Guys-type game as well as my FPS game, Here I will label the Strengths, Weaknesses, Opportunities and Threats toward the development of these games and implementation of my ideas.
Fall Guys
Strengths:
Fun and Lighthearted
- Appeals to many due to its colour schemes, quirky characters and humorous game play
Multiplayer Engagement
- Encourages interaction to either compete or co-operate as well as experience defeat and victory
Easy to Learn, Difficult to Master
- Simple controls for accessibility to a wide range of players. Gameplay however, ramps in difficulty for improvement in players
Replay-ability and Variety
- Randomly selected mini-games and obstacle courses for fresh playthroughs and new challenges
Weaknesses:
Limited Solo Experience​
- Relies on multiplayer and party-style gameplay which may be limiting for those without many to play with or simply enjoy solo experiences more
Skill Vs Randomness
- Although there are some skill-based aspects, winning still requires some luck and coincidences. May be frustrating for some.
Limited depth and longevity
- Because of its simplicity, some may wish for more complex mechanics, deeper story and long-term progression systems. Due to how this isn't true, some may not enjoy the game as much.
Opportunities:
-
Potentially adding power-ups that do not affect the game negatively
Threats:
-
Ideas may break the original game template, requiring a rework which may take time
-
Adding more movement mechanics may cause the game to break
FPS
Strengths:
Immersive Gameplay
- Perspective increases immersion and connection to the surrounding world as you are in the shoes of the character
​Intense Action
Fast-paced, adrenaline pumping combat for an exciting and thrilling experience. Appealing to those who enjoy high-stake encounters.
Skill-Based Gameplay
Requires, precise aim, critical thinking and fast reflexes. Rewarding for those who enjoy honing these abilities and mastering mechanics
Weaknesses:
​Steep Learning Curve
Mastering mechanics such as aiming can be difficult for new players, deterring from fully enjoying the game or the game overall.
Lack of Diversity
May not attract players looking for a diverse experience/genre as FPS games mainly focus on combat and shooting mechanics.
Motion Sickness
Accessibility can be limited due to the first-person perspective causing discomfort to certain players; especially during fast movement or action sequences.
Opportunities:
-
Potentially adding power-ups that do not affect the game negatively
Threats:
-
Ideas may break the original game template, requiring a rework which may take time
-
Adding more movement mechanics may cause the game to break
Final Idea
In conclusion, I had chosen the Fall Guys layout due to the reasons listed in its strengths but additionally due to the appealing nature in terms of production it has toward myself. By this, I will be able to improve my skills in mechanic construction and expanding my knowledge in the UE visual programming language. Understanding this logic will be helpful to using other programming languages in future.