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Elements
Players
Digital Tag requires at least 1 active player, and a minimum of 5 players (active and
NPC).
No profane usernames.
Shoe-types:
o Speedy shoes have a bonus to top speed.
o Drifting shoes have better turning.
o Jump-start shoes have better acceleration.
It time
o A players It time starts at 00:00.
o A players It time increases for the duration you are It or if you enter a penalty
area.
o It time DOUBLES for the player who is It inside of penalty areas.
Power-ups (including: speed boost, radar, acceleration, super turning, and more)
o Power-ups are spawned at match start, and respawn every 30 seconds at key
locations on each map.
o Rare Power-ups (such as invisibility) exist only in penalty areas, but spawn
seldom.
Conflict
These areas offer hiding spots and shortcuts, at the expense of adding to that players It timer
even if they are not It.
Boundaries
There are natural boundaries in every map (mountains, buildings, etc.) Within the
boundaries are the penalty areas marked by a thick red line. Boundaries are dictated by the
design of the map. There are different types of maps like: forest, city, playground, etc.
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Outcome
When the set, or match ends; there are three winners ranked by their It time. The top
player has the lowest It time out of all the players. The higher you rank in a match, the more it
will affect your overall player ranking.
Description
Design Process
Tag is a simple game. However, there are inherent flaws in the gameplay despite this
simplicity. Tag is typically unfair for slower and less coordinated people. This makes the game
very unappealing to certain crowds. One of the major design issues when reimagining Tag is
that humans have naturally different physical capabilities. This raises the questions: How does
one bridge the gap between the physical world and the digital world? and How do I make it fun
for everyone? There is no sense in making a digital version where there are naturally different
physical capabilities, it would be unfair.
There were many different possibilities, however, we decided on providing everyone with
three base stats: top speed, turning, and acceleration. Everyone has the same base stats, but
can wear different types of shoes that provide bonuses to the three stats. Now everyone can
enjoy Tag without those inherent flaws in the base design.
We wanted to make Tag as close to the real thing as possible, without the flaws.
However, with the potential that lies in a digital game, we decided to add certain items to the
game, in order to flesh it out. Players can now utilise power-ups to give them the edge in-game.
Power-ups add a level of excitement to the game; a certain unpredictability. Strategic players
may take advantage of the penalty areas. With this new feature players take the risk of losing
first place due to time in penalty areas, however, there are rare power-ups such as 30 second
invisibility which can be quite handy if you are being chased by the player who is It.
Another issue that needed addressing was the Victory Condition. Tag in real life
typically doesnt have a very well-structured end. In Digi-Tag every match has a timer, and every
player has an It time. Now players fight to keep the lowest It time by the time the match timer
has been completed. This seemed like a perfect solution to this issue, and yet it added another
problem. The person who is It first will have a disadvantage right of the bat. They start out as
It (not by choice), and therefore have the disadvantage of having the clock running no matter
what. Our solution was to make the player with the highest overall ranking in the world of Digi-
Tag (in that match) start out as It, and there is a 10 second grace-period at the start of the
match for this players It time.
Even simple games have issues. One must describe and address all of the potential
issues before reimagining it into a new digital game. It helps to keep an open mind and to
consider all of the possibilities before you commit to a resolution. Digi-Tag went through several
revisions before it got to the final design, and now Digit-Tag can be further modified to suit the
needs of players everywhere.
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