WEEK 8

CVRPP

We finally decided which kind of game we are planing to build.

Game Overview:

The objective of the game is to cut the bamboo in order to form them into a

coherent word and read them correctly get scores. I want player to be tensed but

pleased during the game in order to have an efficiency while enjoying the game.

Audience

We think it is just people who want to learn English efficiently in an amazing way.

Similar games are like Fruit Ninja and the other English spelling games.

Genre

Serious action game

Gameplay

I. Core Logic: Linking Diverse Gameplay Through ‘Spelling’

Employing ‘spelling’ as the central trigger, this approach integrates classic game modes

across genres (fruit slicing, parkour, racing, etc.) with spelling rules. Spelling thus

transcends mere textual practice, becoming a pivotal element in advancing gameplay.

II. Branch Gameplay Design Concepts

1. Competitive Manipulation

◦ Cutting (Fruit Ninja): Target ‘misspelled letters’ as fruit-cutting objectives. Players

correct spelling by slicing erroneous letters, merging action mechanics with spelling

correction.

◦ Parkour/Racing: Integrate spelling tasks into parkour (corresponding to the ‘The

temple fled, and the thunder’ scenario) and racing gameplay. For instance, completing

spellings during parkour/racing unlocks levels or grants power-ups, merging textual

challenges with action-based speed.

2. Social Interaction

◦ Imitate: Players mimic each other’s actions, with the gameplay’s appeal lying in ‘making

movements more spontaneous and unexpected.’ Spelling instructions are transformed

into physical mimicry for playful interaction, de-emphasising competitiveness while

amplifying casual social engagement.

◦ Cooperate: Collaboratively solving ‘a little puzzle’ by using spelling as clues or steps

for cooperative puzzle-solving, emphasising player collaboration and logical interaction.

3. Gambling Thrill Category

◦ Bet → Devil’s Roulette: Links spelling outcomes to a ‘bet-gambling’ mechanism,

where spelling success or failure becomes the stakes, enhancing randomness and

excitement.

III. Design Objective: Balancing ‘Educational Value’ and ‘Entertainment Value’

All branches ultimately converge towards an engaging gaming experience: whether

through action mechanics (fruit slicing, parkour), social mimicry, or puzzle-gambling,

‘spelling’ transforms from a tedious learning activity into the game’s core driving force.

Simultaneously, differentiated gameplay designs (casual/competitive/social/gambling)

cater to diverse player preferences.

DIE

We defined that the core concept of our narrative crystallises into two key themes—war trauma and multi-perspective storytelling—while remaining anchored to the central theme of ‘anti-war’. In our overarching vision, we focus on an ordinary family. Through immersive storytelling, we reveal how the happy life of this small household is ruthlessly torn apart and crushed by the ravages of war. This vividly exposes the brutal essence of conflict: no matter how those in power may gloss it as glorious conquest, war is fundamentally nothing more than a meat grinder that devours lives and hope. To interpret this theme more profoundly, we employ a multi-perspective narrative technique, weaving together the profound suffering endured by this small family during the war through the eyes of different characters. From the generation who lived through the conflagration to the descendants raised in its shadow, the interwoven monologues and perspectives of characters across different ages and positions not only demonstrate war’s capacity to overturn individual destinies and destroy families, but also emphasise the intergenerational transmission of its trauma. This is never a sealed chapter of history, but a wound seared into the bloodline, an enduring ache that continues to affect generation after generation.

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