I initially started thinking about the kind of interactive games I enjoyed playing as a child; ‘The Sims’, ‘Sim City’, ‘Sim Safari’ and ‘Catz’.
In all of these, the outcome of the game depends on how much the user decides to involve themselves- with little or no interaction the game can turn into complete mayhem, and none of the characters are happy, whereas if the user gives the game their full attention and fills all the characters needs, the game can grow into an entire network, and therefore gets progressively harder to fill everyone’s needs.
I wanted to base my individual interactive project on the idea of a character having basic needs that the user must fulfil to keep it happy.