If I were asked right now to create a game, as in, right now, I would probably pause. There is a surprisingly huge number of considerations in game design. Shigeru Miyamoto had it easy in the 80s, where he could just bash together a non-story with tight controls, fat plumbers and annoying mushrooms and call it a huge hit. Now that the business world have seen that video games are a huge market, there are much more stringent criteria to meet.
The image of "the man" in the current environment would probably be embodied by the CEO or one of the producers in a games company. If you can't sell it to these guys, your game isn't gonna get it past your drawings of an epic whale in a uni notebook. I would like to say I would be able to completely nail the premise of a game to design at the moment, but honestly it wouldn't move much past:
The main aim of the game is to provide an enjoyable implementation of one-to-one combat on the Wii. It would be a hybrid between a fighting game and an RPG, with heavy focus on character progression and excellent interaction. Character progression would be revolutionary in that...
... and that's where the pitch would sort of fade of. I really think that the leveling up of yore needs to be extended or changed into something...
And just like that, I've had my breakthrough. At least I hope so. It's an idea that would need to be explored for "funability". Rather than collecting copious amounts of experience points before reaching a new level and being able to enhance your skills then, the player may just gain all these points and be able to spend them all straight away, on a one-to-one correspondence basis. You would be able to pour more and more points into a specific attribute until the effect diverges on some value logarithmically. Any more points put into that attribute would cause it to grow more slowly.
This would empower a player to focus on certain attributes with a high level of customisability. Levelling up would still exist, and would change the gradient of the curve. In other words, this would enable you to reach a higher plateau of skill, yet still increase point for point.
So the elevator pitch becomes:
The main aim of the game is to provide an enjoyable implementation of one-to-one combat on the Wii. It would be a hybrid between a fighting game and an RPG, with heavy focus on character progression and excellent interaction. Character progression would be revolutionary in that it empowers players with an unprecident amount of customisability and control than provided by traditional means.
I think I may be on to something here. Watch this space.
Sunday, March 16, 2008
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