Last man standing, Marcus must navigate through the ruins of Ephyra and fight through pockets of Drones and hordes of Wretches to survive the devastated city in order to reach a outlying park.
- As the player flees the city, buildings collapse, cars explode, helicopters crash, and monuments fall!
- Navigate through four distinct yet rich areas of the city: apartment complex, alleyways, courtyards, and a campus quad. All filled with their own danger!
- Multiple routes, 16 in total, allow Marcus to choose where to go on his own terms!
Flight From Ephyra was built with two very different goals. Primarily, it had to provide the play space for my Master’s Thesis so that I could investigate whether handedness influences player pathing. Secondly, it had to meet the visual and gameplay bar set by Gears of War.
The requirements of my thesis called for nine unbiased pathing choices. I was unable to use traditional methods of guiding the player (lighting, movement, enemies, sounds, and static placement). To do so would skew the results of my thesis and render the investigation into the influence of handedness moot. Essentially, in Flight From Ephyra, every path is correct and no path is wrong. However, with choices come consequences. Players often like to investigate part of a path in the hopes of discovering whether to commit to it or disregard it. In order to compensate for this reality and get the most honest results I made players commit to their first pathing choice by blocking the path they had come from. After the first few instances of this occurring, players actually remarked that they welcomed the closing of the path behind them. One player explained that it freed him from regret and from acting fickle over which path to take.
The desire to match the visual and gameplay quality of Gears of War was a demand I didn’t take lightly. I felt for my thesis to be accurate I would have to treat this “test bed” as a real level in a real game. I couldn’t settle for the whitebox quality many Guildhall thesis settle for. One of the more difficult aspects was making the combat easy, so that test subjects didn’t die often during the research, while maintaining interest. I feel that I’ve hit both these goals and player feedback has been overwhelmingly positive.
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