I’ve spent the last few days writing down some thoughts of a possible design strategy that i could employ. In my previous post, i spoke about Worlbuilding the role of it in open world games. Here is a short text that outlines some of the examples that i could borrow from and how these tools could come in handy in the process of rehabilitation. Please try and read as much as you can if you are interested.
Here is an example of a Non-linear Narrative that unfolds in the game, Fallout.
Fallout’s Attribute Charts
First Iteration of Score in 9 Levels.
Derived Logic from Bloom’s Taxonomy of Learning
More specific details about each level, goals, missions, challenges, rewards and attributes gainable.
This is still a work in progress but more developed strategies about the narrative structure, character specifics and reward systems will be the very basis for each level. Will start drawing some these scenes more specifically and precisely in the next score.