Week 3
— CIM316 —
— CIM316 —
Lecture Notes
A product's experience is not just the way it looks or sounds, it's the way it feels and the emotions it generates.
Avoid providing the solution (answer) in a driving statement, instead provide a response (your project concept).
Bad statement: how can we remarket Apple Cider Vinegar to get people to regularly consume it to manage IBD?
Good statement: how can we encourage people to regularly consume a health product they find unappealing to manage chronic conditions?
It zooms out the focus and is broad and clear enough to apply to multiple scenarios.
Key takeaways:
Driving statements guides your project without dictating the solution
Broad statements invite exploration
Keep your statement sharp and to the point
Project Notes
Driving question: based on humanity's impact on the world
Point of note: COVID and how the reduction in humanity's impact on the world caused the world to heal
Idea (based on current project idea): game is set in post-apocalyptic mutant-inhabited world: an analogy of current state of world due to humans, but is not getting worse nor better; player characters, spirits of nature tasked to repair the world, heal the world on a long adventure (done through playing the game): analogy of the world's ability to heal itself. Both points show the analogy of the world slowly healing itself when humanity is not eating away at it.
Invert the primary and secondary audience. New primary: people who enjoy the 2D side-scroller genre, etc.; new secondary: the younger generation that are growing into the world that the older generation are creating.
Game doesn't need to even reference humans to make the point valid; the game should focus more on the concept in general (e.g. mutants eroded the world) rather than tying it to the concept in reality (e.g. humans eroded the world).
World mainly heals by destroying a certain thing at the end of the segment of the game, e.g. an object or boss creature.
Research point to do: Experience (and maybe but maybe not audiences)