Genji's+Design+Plans

=Final Game Designs by Genji=

Design Plan #1:
A Mod of Gamestar Mechanics
 * 1) Name- A War in Iraq
 * 2) Designer- Genji
 * 3) Topic- The War in Iraq
 * 4) Audience- Ages 5 to 16. This game is on Gamestar Mechanics so it may not be interesting for adults.
 * 5) The goals will vary in between the games. Sometimes you will have to get to a goal, but sometimes you will have to destroy something or a certain enemy.
 * 6) Core Mechanics-
 * 7) Sneaking
 * 8) Shooting
 * 9) Hiding
 * 10) Planning
 * 11) Dodging
 * 12) Button-pressing
 * 13) Strategizing
 * 14) The Elements of the Game
 * 15) Avatars- The character you get to control will vary as the levels change, as well as their abilities and statistics. For example, different avatars might be able to move faster or slower, shoot with more or less damage, or have more or less health points (hp). There will also be different enemies that come your way.
 * 16) Levels- Each level will have a different story/history and a different goal. They might be based on different events in the war.
 * 17) Chance- Some of the enemies might be set to move randomly. That includes chance into the game. If the player is lucky, then the enemies will go towards another direction, but if not, then you're out of luck.
 * 18) Points- You might also be required to gather points or destroy enemies. Those might represent money.
 * 19) Points of View- The player might expect to be playing on the US side, but they might also be a character in the Iraq side. That makes the gamer look at the game and the history of the war in a different way.
 * 20) The Board- It's obviously virtual. It will be quite large, and it might either be a maze or a battlefield. It depends on what level it is.
 * 21) Getting Started- I will start by researching different events that happened in the Iraq war. Once I find a few that are suitable to replay as a game, I will put them in chronological order and start planning on how to make those events into a game.
 * 22) Preliminary Rules
 * 23) Goal- As said before, the goal will vary for different levels. The player might have to kill enemies or get to a goal or get a certain amount of points.
 * 24) (Since this is a game on the internet, there aren't really any rules, just controls.)
 * 25) How will it be fast-paced? There will be enemies moving fast, and there might also be time. (With the Timer Sprite.) A lazy gamer will not be able to beat all the levels of this game. However, it will not always be this way. The player will also need patience to play, waiting for the perfect opportunity. In fencing, you don't just attack. You also have to defend and wait for a good chance, then strike. It's the same here. The change pace allows the game to be more challenging, and hopefully, fun.
 * 26) Why will this game be challenging? It will because of the obstacles in the game. Those obstacles will make the game extremely fast-paced and the gamer will be required to look for patterns and strategies to win the game, not just steam through it. Mario is a fun game, but I want to incorporated skill and strategy into it. Also, as said in 10, there will be many changes of pace throughout.
 * 27) N/A
 * 28) N/A
 * 29) The Player's Goal- To complete each mission until you finish the game. You might want to get to the goal block or defeat all the enemies or get all the points.
 * 30) The Designer's Goal- I want the players to know what happened in the war against Iraq. Many people simply think, "Wow, a war! Cool!" as a result of playing too much Modern Warfare or otherwise. The war was not just shooting, but there were also many political and economic problems as well.

[[image:Chosen_Design.jpg width="280" height="159" align="left"]]BattleShip- Iraq Version
Designer- Genji For Ages 10 and up Goal: Player Goal- To conquer and control the other team's pawns Designer Goal- This game will teach the players a little bit about a battle in the war. (Which battle to use is not known yet.) It will also teach kids that war is not only fighting randomly- the players will need strategies, just like in normal battleship. The Game will have guessing, anticipation, and decision -making. __The Elements__ The Pawns- There will be a government, a village, and an army base for the Iraq side. One the US side, there will be a few pawns representing armies, since the US is the one invading. They don't have a base or anything. The Board- It will be at least 10 by 10 pegs long. The normal board is exactly 10 by 10 pegs long. There will be 2 boards- one for the Iraq side and one for the US side. They will be exactly the same size. Missiles- These can attack exactly one peg on the board. Just like in Battleship, if the opponent hits all the points with missiles, it is destroyed or conquered. There will be 3 colors of missiles- a white, a red, and another color. The white shows a shot that didn't hit anything. A red missile is an attacking one. The other-colored missile will be one to capture the opponent's pawns. If a pawn is completely hit by only red missiles, the player can take it out of the game board and put it into the other space, completely unharmed. But if it is covered by only the other color missile and no red, the player can do the same thing- take it output it in a random place. (Note-This only occurs for the Iraq side.) To get started, I will research a battle that I can mimic on the BattleShip board. It has to be a pretty well-known and large war. Of course the results cannot be mimicked because the game will decide the results. Then I will have to plan on how to mod the board itself so that it doesn't look too much like the normal board. __Preliminary Rules__ This game has basically no pace at all. It is an RPG, or Role Playing Game. (Not the weapon.) Players have all the time in the world to make a move. You could take a nap, eat lunch, do some homework, then come back to the game and say, A10. Though an RPG, it is pretty challenging. Playing this game is almost like shooting a bird in a pitch-night. You don't have any clues to where the opponent's pawns are. You just strike randomly until you hit something, and build on from it. A really skilled gamer can think up strategies to attack the opponent- and hide as well. a. BattleShip b. Core Mechanics- BattleShip has only guessing and anticipation.
 * Goal- to conquer all of the opponent's pawns.
 * If Iraq's side's government falls then, then that side loses. Government holds the whole system together, so if it falls everything goes into chaos.
 * The pawns on the board may not overlap.
 * All of the 5 pawns must be completely on the board. None of it should be sticking out of the 10 by 10 square.

Design Plan #3:
Designer- Genji Noguchi Audience- Ages 12 and up Player Goal- Control Iraq or destroy it with the consent of the Congress (Legislative Branch) Designer Goal- To show how hard it was to fight this war and the consequences of it. This game will have decision making, money management, management in general, and strategy. __The Elements of the Game__ __How to Get Started__ First of all, I need to learn many, many years of game programming and download a game programming program onto my computer. Or I can ask a professional to do it for me. Then I will need to try to play the game so that it's not too hard. __Rules__ You can't borrow too much money. If you can't pay the countries or rich people back they will rebel against you and you will be impeached by the Congress. If you get impeached by the Congress it's game over. You have to start over from the beginning. How will this be paced? It is an RPG. You can press next month/year when you have made all of your adjustments. How will this game be challenging? It will be challenging because there are so many goals at the same time, besides the main goal. You have to deal with Iraq, pay off debts, please the US, and please the Congress. What a mouthful! That's why you need good management skills to complete all the goals, and that's why it's challenging. This game is a mod on the game Oiligarchy. That game has only money management and decision making.
 * The Iraq War**
 * The Board (virtual)- There will be many places on the board, marked by little circles. Each one will represent a part of Iraq or its government. You can capture, control, or reduce each one to rubble.
 * Points- You can collect money from donations from the United States- if they like you. You are the president of the United States. There will be a sidebar that shows your popularity, money, and debts. If you aren't popular enough, then you have a chance of losing the election. So there is a side-goal- to stay the president. Another way to get money is to borrow from other countries if they let you. But if you borrow too much then your popularity goes down...
 * Army-You can hire soldiers by using the money you get. You can get different kinds of soldiers and each costs a different amount. They help your accomplish your goal of capturing as much of Iraq as you can. If you attack too much, they just might attack back.