Let's think about Pacman for a moment.
You've got a task: Eat all the dots
You've got adversity: Ghost want to eat you
You've got a limited resource: Power pills mean you can eat ghosts
By our reckoning many games have this basic structure. Task, adversity, limited resource.
Space Invaders
Task: Kill all the aliens
Adversity: Aliens want to kill you
Resource: You can hide under the bases but they slowly get destroyed.
Let's try it for a more sophisticated game, let's say a FPS like Quake.
Task: Get to the next level
Adversity: Baddies want to kill you
Resource: You need ammo and to get it you have to risk being killed
Much of the tension in games comes from the balance of risk and resources, so let's take our previous list of themes and see what we can do.
Fireman puzzle:
Task: Save people from a burning building
Adversity: Fire
Resource: Amount of air left in breathing equipment
Oooh, and we've got a maze game that has to be solved in a certain amount of moves before the air runs out. Nice!
Stuck for ideas? Don't like my idea machines? Try the following:
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