Game Development Reference
In-Depth Information
Figure 7.2
First SinCity screen shot. (See color insert.)
vital attractor all the same. The latter is an attractor because of its connotative
meaning as an object of fear in this genre and would not be an attractor in all game
genres. One intention here is similar to the attractor above, “fi nd cover” but another
intention could be “frag opponent.” We thus have an attractor that serves as a choice
point here.
Figure 7.3 shows the game at a later point. More attractors are on offer: on the
left, a vantage point, highlighted yellow again, an object of desire with the associated
intention to “take up an advantageous position.” The two other yellow highlights
are also vantage points. These are great attractors, objects of desire, in this level
because you can ambush your opponent from these locations. Ammo, guns, health,
and power-ups are also great attractors, objects of desire.
The center highlight is another attractor in the form of an opponent on the
suspended girder. This could be both an object of desire and fear because opponents
are your target and source of frags but they can also fi ght back.
CONNECTORS
Connectors are POs that help players by supporting planning to achieve intentions
stimulated by attractors. Connectors are thus the means by which players make
connections, both mental and “physical,” between attractors and rewards. These
help players to satisfy their intentions and deliver objectives specifi c to the overall
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