We were able to draw out a mood chart for each stage of our experience. We also think we need to include the narration part of why the audience is against the boss.
As for this week, we were able to based on our half presentation, to rethink about what experience we wanted to create.
Narrative: (who is the boss, where is the stage, why)
Boss: An old retro player/saxophone who wants to be more talented/skillful, he/she collects instruments along the platforming period and turns into the boss. This results in it losing its true self, and guests fight the boss in order to shoot down the extra instruments. At the end only the old retro player/saxophone was left. The boss finds its true self and is happy about just being a retro player/saxophone.
Guests experience:
Guests at first received an invitation from the Boss. Guests start the game on top and fall down to the arena. In the middle of the falling down experience, the guests fall into a portal of the Boss’s past experience of an old retro player/saxophone wanting to add stuff into his body. This will be a platforming section where the formation of the boss happened and how the boss loses its own self, revealing the invitation from the Boss is to invite players to help him or her to return its true self. After the platforming section, guests enter a waiting section and till every guest is ready, fight the boss together and the boss will turn into an old retro player/saxophone in the end and thank the guests.
Platforming session: Boss’s past experience/memory/ dream, different platforming environment of different music instruments. Guests run toward the corresponding instrument while seeing a hand taking down the instruments in front of them.