Prototype 2 (week 2)


For our second prototype we were given the prompt, 'Corrupted Vision'. This meant that we were supposed to make a version of our game all wrong, as if someone who didn't understand the concept of the game had attempted to make it. Essentially, we had to purposefully make our game 'bad'.

As my game idea was an 'Escape Room' game, my question to answer for this week, based on the prompt was: "Can I make an escape room puzzle that defeats the purpose of an escape room?".

In order to 'defeat the purpose' of an escape room puzzle, I wanted to make my prototype the opposite of what a proper escape room should be. A proper escape room should lock you in to begin with, mine will have the door seemingly open, tricking the player. Normally, you would have to solve the puzzle to escape, in my prototype the player will not have to complete or even start the puzzle at all to escape.

Using this question and these ideas on how to 'corrupt' the gameplay, I made up an escape room puzzle prototype that is pretty much pointless. There is no escaping as there is no locked door and therefore, there is no need to complete the puzzle. I found this a difficult but interesting prompt to work with and I enjoyed coming up with ways to corrupt my game as it made me think of mechanics to put in my game that I wouldn't have thought of otherwise.

We also had our first playtest of our initial prototypes this week and I think that I got some really useful feedback on the game idea and the mechanics I have so far. People seemed to think that it was a cool concept for a game and I got a lot of new ideas for other puzzles that  could put in my game from the play testers that tried my prototype.