Other improvements would be a much better detailed storyline for the game since it could be missing a few minor parts of the game still due to the lack of time i was provided but if i had more time to develop the storyline and the story boards i would have done so due to the lack of time i have had to make the story a bit shorter otherwise i would not have completed it in time however the detail of the story boards of the parts missing will be included but only if it is major to that missing part. I drafted my work to not only give me ideas but to help me improve the story and doing this has helped me a lot when i researched for similar games on the market and also to help broaden the vision of possible concepts and images of the characters.
The target audience and the story that fits into the concept works very efficiently as most of the age group of 15-25 would be interested in playing a game with a unique story and the amount of urban backgrounds of games in this present stage such as tekken 6 as shown by this picture. http://cdn.pspslimhacks.com/wp-content/uploads/2009/04/psp-tekken-6-screen-3.jpg
as the picture shows it displays a average urban or rural area to the fighting game.
The Writing strategies i have used are the pre writing, the revision's , research, revision , brainstorming and the storyboarding in order to get a maximum effect with the skills or writing i provide for the concept. The components i used when creating my concept are the theme, setting, Back story, premise and story line.
I have used in the plot devices the Ticking clock, The Mac Gyffin, the Inciting Incident, the climax and the conclusion to the game.
The Inciting incident occurs after you save John and when Phil joins your team when the power plant starts a crisis and you are forced to save the power plant from destroying the entire city. This makes a big turn into the story and how the games story is introduced. This inciting incident helps create the mood from an average city into a new story with excitement. i used this device in order to give the player a shock and a new turn of events for them to uncover out of nowhere.
With the mac guffin it is used within the first part of the game which is the money that is needed in order to pay for john’s hospital bills since he is in a critical condition while he is asleep. This is needed by the main character in the game mostly and it forces you to retrieve money via tournaments and helping the police. This makes the player meet new people and new enemies whilst they are retrieving the macguffin. Other macguffins would be the cool down switch for the power plant when the power plant goes in after switching on the cool down switch to prevent disaster or chaos. The Macguffin is used a few times in Intense Fighting Royale but the only major macguffin was the payment bills for johns hospital support. I used this device in order to give a reason to the player at why he does what he does in the game like the lord of the rings being the ring that everyone is after.
The Ticking clock plot is used a lot in the story to Intense Fighting Royale and a example of this is the time limit you have in order to pay for johns bills as if they are not paid the game is over since john does not get better which ruins part of the story before it even happens and another ticking clock event that appears very soon within the game is the clock that appears when Phil John and Steve are sent to take over the power plant from the criminals because if they do not achieve it in time the power plant would explode killing them and the city. Using this plot helps the player understand that they need to hurry up otherwise a bad event that can end the game occurs. This also occurs in stories when the character must escape from the building within a time limit.
The climax plot will be used as a part when the final boss and the final story fight against Gamma-598 appears and you defeat him. This is used to help give the player a sense of achievement and to also a sense of resolution to the game. The final resolution after the fighting with Gamma-598 is the helping of the injured which leads to a final ticking clock for the climax to take effect.
I used this plot to help give a finale to the game story and to help the player feel a sense of achievement with the resolution.
The conclusion of the game is the final cut scene where Spots and the rest of the team follow and make a understanding of what happened and the resolution between Steve and Theodor and the families that were affected by the disaster and the conclusion to all the characters that helped with the finale and the teaming with your side. This helps to give the player an understanding of the story and a possibility or not of a sequel to the game itself. The ending helps give a better idea for the game story also as a good ending is as good as a good beginning and vice versa with the bad beginning which can show that the game is worth playing or not. I used this plot device so that the player is left with the knowledge of what they wanted completed and also the thought of a possible new game of it or not within the conclusion.
The way i implemented the character back story is by showing their names and the country they are from with gender, age hobbies and dislikes as it is very hard to decide on fighting styles in a fighting game as there are many of them and each fighting style is unique to each other.
I myself feel the game still needs more improvements with the plot devices and the character back stories themselves as they are very small and not alot of detail due to the huge amount f characters but lack of creation other than where they are from and a bit of their past to the character itself.
I myself feel the game still needs more improvements with the plot devices and the character back stories themselves as they are very small and not alot of detail due to the huge amount f characters but lack of creation other than where they are from and a bit of their past to the character itself.
