Game Idea: To get stronger, you have to take the power of you allies (power transfer)
The mechanics are simple. For your main character to get stronger, e.g. better stats, higher level, more weapons or abilities, your allies in combat have to get weaker. You start with a level 1 sack of potatoes with little ability of his own but is accompanied by one or two bad ass no-McGuffin types. As you play through the game, the player gets chances to steal the powers of his allies to make himself stronger. You can balance this out by requiring the use of each character throughout the game, so you have choice of power-transfer but you make parts of the game harder for yourself.
Game Idea: Computer Anti-Rx (Computer Virus Pandemic)
The game pandemic is about creating a type of infection (bacteria, fungal or viral) and designing it in a way that will cause the world’s population to become infected and die from it. As your infection spreads through more of the population, you can upgrade the infection to be more resilient to the weather, easier to spread, or more severe symptoms and side-effects after caught. The more people you infect and the easier the symptoms are to notice, the quicker people start to find treatments for and treat the symptoms. So the upgrades need to start moving towards defenses against antivirals (and the like).
Compu-geddon takes a similar approach, but instead you engineer a computer exploit (worm, virus, web-hack) to infect as many computers as possible. As the exploit becomes more permissive throughout the ecosystem, the easier it might be discovered. But the more people who you can infect, the more valuable your exploit becomes.
What Unfinished Swan did was create a world devoid of color where it was the player’s job to put color back into the world to navigate through it.
The idea for Blindfolded is that instead of adding color to navigate through the world, the sound that you generate by moving through it paints the world in front of the player for a short time. Like the image perception that bats have with their echo location, Ben Affleck from that horrible Daredevil movie or Toph has in Avatar: The Last Airbender.
Game Idea: Fun Physics Evolution (Think Spore with less realistic evolutionary history)
What spore tried to create was a game about a single celled organism, following its biological descendants as it tries to follow the same evolutionary track as humans. The interesting parts of this were the evolutionary choices that the player presided over the creature that it created, e.g. longlegs but stubby arms emphasizing defense over aggression, eyes predominantly higher on the creature to see objects and other creatures at a distance, no mouth making communication and “making friends” with other creatures next to impossible, these are all fun and biologically interesting aspects about the game. It takes real life animal psychology, animal biology and evolutionary postulation and tries to convey and teach these aspects in the most passive of ways, where the player isn’t reading text and trying to absorb information in order to progress (i.e. Edutainment games) but where the player sees their failures in their creature creation because they forgot to put eyes on so it can’t see it’s environment making surviving, or even simply navigating, a difficult task.
I had a game idea floating around for a while and only just started implementing it heavily over the past week. That might not be completely true, I’ve been working off and on for the past month but had too much going on to devote any meaningful time on it. I’m hoping that writing about it will help me get a better understanding of the game and maybe solidify any ambition with the project.
Idea: Deprogram your habits
The only way to reprogram out habits is to know what our habits are, so we need someone that learns our habits and forces us to unlearn our habits. In Behavior Psychology, we know that our habits become reinforced when our reward systems are triggered by our actions. Good rewards to actions reinforcing the belief that our actions are good. Hitting the ‘?’ block gives a rewarding sound, coin +1, power-up which reinforces the action for players to hit ‘?’ blocks as they appear in hopes of more “rewards” of appearing. Slashing the tall grass in Zelda teaches the player that life hearts, rupees, free weaponry can be found and when we are in need of that reward, we reinforce that habit by performing the action of slashing the tall grass. (Music Change) When we know we will be rewarded, we become more likely to perform actions that propagate that reward.