This week I developed my thesis proposal more by defining what the chapters in my thesis would be, and writing the general outline for each chapter:
General outline of each chapter
- Introduction
For my introduction, I will introduce my topic and argument, and briefly explain the main factors of my thesis. I will explain visual effects and introduce some topics of how it is involved in video games, and how I will be exploring its implementation within games.
- Literature review
My literature review will be introducing some of my sources, how I found these, and how they really help me develop my thesis discussions. I will also be explaining how they link to my topic, and how they have helped me delve into the appropriate research and data needed to back up points in my thesis.
- Common game mechanics in combat-led games
This chapter will look at common game mechanics used in games such as progression bars, achievements, levelling up, and experience points, in accordance with how these are used during combat in games, and visual effects’ part in creating these.
- Weapon design
This chapter will be more looking at 3D modelling, a huge part of visual effects, and how the design of certain weapons in different genres affects the game’s combat experience. For example, different sword designs could be linked to certain specialities in combat, meaning the character and player feels more of a link to the combat they are playing, with the aesthetics they are seeing.
- Damage and healing
This chapter will look at how visual effects helps create motifs of damage, healing, or death in a game. For example, in most games, a player knows when they are near death, whether that be due to blood appearing on the screen, or a pulsating effect on the screen. I will be exploring visual effects within these elements and how this adds to a gaming experience.
- Designing dynamic combat sequences
This chapter will be looking at design elements in combat scenes that are crucial to games and their experience for the player. For example, how chase sequences are made in a way the player knows attacking isn’t an option and a chase sequence is coming. For example, visual effects use specific creature design to indicate a threat that no weapons can solve, sometimes using only visual aesthetics of the creatures themselves, whilst initiating a chase sequence. I will also be looking at the combat design itself when a wand or sword emits magical spells, or lightning is conjured, and how these sequences are visually produced.
- Ethical issues surrounding visual effects in video games
This chapter will be focusing if visual effects in games, making the combat more realistic, etc. is an ethical concern or not, in accordance with the psychology the player experiences, especially targeted at children who play games aimed primarily focused on combat gameplay.
- Conclusion
My conclusion will be gathering up all my findings and concluding about everything discussed and rounding up my thesis as a whole.