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Game Development

Game Idea: Ico (if Yorda was a dog that needed to poop)

Game Idea: Ico (but if Yorda was a dog that needed to poop really badly)

This isn’t really a completely original game mechanic per-se, because the description of the game is completely within the header. For completeness-sake, let’s go about describing this, though.

You know that look a dog gets as they are pooping. That pathetic, helpless, protect me face? There’s a reason for it.

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Game Idea: Suspense with Oculus + A Rentable Room

Game Idea: Suspense-Horror with Oculus with Tactile Information via physical objects

The Mechanic

Oculus game again. You and your Oculus are in a small room, 10 x 10, or the standard living space in downtown San Francisco for your month’s paycheck. But the room is set up with hundreds of tiny jets, like the ones from Jacuzzis and jets are laced throughout all planes of the room. The floor, the walls, the room. Maybe there are obstacles around the room, with air jets on them as well. But here’s the fun part, it’s a chase game, e.g. SlenderMan or If Only.

Maybe this many is a bit overboard, but you get the idea.
Maybe this many is a bit overboard, but you get the idea.

I talked about different controller types lending itself to the birth of different gameplay mechanics here, well the new interactive medium will be the room itself. Suspense/thriller games get you to jump by two main means, jump scares and creep-factor. But now you have a new set of mediums in the room to mess with your adrenal-glands.

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Game Idea: Star Wars via Oculus Rift and Wii-mote Combo. Extra expansion using the same combo

Game Idea: Star Wars via Oculus Rift and Wii mote

The Game: Star Wars Jedis mutha-fucka. Do I have to keep typin’

The Mechanic:

The combo mechanic I had is kinda simple, but can add a bit of depth to the game. The idea is we’re going no HUD for the game, much like how Metal Gear Solid 5 is changing their approach to keep the focus on the visuals around you rather than the patrol map and vision cones from its previous games.

The changes help the designer re-evaluate what should be important to the player, and that's ok by me
The changes help the designer re-evaluate what should be important to the player, and that’s ok by me

 

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Thoughts on: Non-Obvious Gaming Peripherals

Having a large a lot of peripherals for you gaming set up, console or pc, helps build senses of immersion into your gaming experience. Your plastic guitars and tennis racket molds help shape the perception of what you’re playing, helps creating the illusion of the rock star or  tennis pro.

Just before the titan falls, they make one last attempt at victory
Just before the titan falls, they make one last attempt at victory

But for games where the peripheral isn’t as obvious, what are the things that can be done to construct a better experience of a game?

For myself, the biggest asset in my collection is a 5.1 sound system. Having a game’s environment completely envelop one of your senses to a more realistic degree help dissolve the wall between virtual and reality. Actually, that’s the intention of most peripherals. Giving your body extra information to help it believe the reality that you’re perceiving. In the case of my 5.1 sound system, when the sound design is of a master class, which it tends to be for adventure games or suspense games, then the sound system makes it more believable to be in the perceived environment.

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Thoughts on Trailers (Gameplay and Cinematics)

To build up hype over a game, what do you think is more effective? We get them in the form of advertisements, cinematic trailers, gameplay trailers, demos (== early access [paid demo]), and other various forms of promotion.

How can a game hurt you this much? #TroyBaker you sly dog you. Worming your way into our heart just to tear it out.
How can a game hurt you this much? #TroyBaker you sly dog you. Worming your way into our heart just to tear it out.

I prefer gameplay trailers because I’m generally more interested in how a game plays, but it should depend on the game itself. Gameplay videos don’t make the most sense when you’re promoting a game with a heavy story, in which case having a strong narrative and a teaser is extremely important. Games like The Last of Us, Uncharted, Bioshock Infinite, and World of Warcraft have both gameplay and cinematic trailers, but unless we’re new to the series a gameplay trailer is unneeded. We already know the basics of the gameplay so try to draw us in with a teaser for the story. Just don’t go ham-fisting the entire story into a one-minute spot like most movie trailers today. You still want some surprises to be had when the player actually goes to play the bloody thing.

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More Money for a Better Entertainment Ride? (Movies vs Gaming costs)

As anyone in the industry should be telling you, graphics doesn’t equal fun and some of the most costly things about a game are graphics. Large teams of artists, designers, story writer, motion capture crews and voice actors, all working together to make a large-scale game what it is. Not just the graphics. Graphics aren’t a substitute for fun, but it can help amplify it. We don’t necessarily go into every game looking to have fun the whole time, but to think, to experience a different world and to get lost in a well told story for a while. It’s our form of escapism that we choose to occupy our reality with. One that is interactive and one that isn’t necessarily possible in our own reality.

Large scale productions don’t necessarily give you fun, but they give you opportunity. Opportunity to develop a mature design, develop detailed backdrops and sceneries, get the best voice actors in the market to bring all the characters outside of their reality and accepted in ours.

I will preface this with not every big budget game does this well, and I prefer indie games because they have a better sense of identity with how the product should be. That being said, there are sources of entertainment to be had in both the big-budget market and the small-budget one.

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Game Idea: Hide Your Porn (Classic Edition)

Game Idea: Hide your porn (Classic edition)

The Premise:

Having your own personal space means that we tend to accumulate things that pique our interest. Games, Toys, Movies, everything gets littered around our space because we tend to use them. But what about the things that embarrass us? When guests come over, then we start scrambling for places to hide our little secrets in hopes that they won’t embarrass us to people we’d rather not have knowing.

But in the age of the computer and online pornography, we don’t have hard copies lying around unless we prefer living in the stone-age with a dvd/vhs remote in our offhand instead of a mouse. Because of this, let’s roll the clock back to, say, 1998. If you want a video of 2 fine ladies and a donkey, or men with frozen bananas, you need to have a hard copy of it. But of course, you don’t want any of these things being found.

This might even be more embarrassing. Nickelback vs Donkey Porn. tough choice.
This might even be more embarrassing. Nickelback vs Donkey Porn. tough choice.

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Game Idea: Where I’ve Been (Suspense Adventure)

Game Idea: Where I’ve been (Suspense adventure)

The Start:

The premise is easy, it starts out as an adventure game with a dash of tedium but only for a short time. You’re running errands for people, say 10 errands total around a city. It’s a bright day, you know where to go, probably takes about 15-20 minutes to complete while building some sort of character story in-between. The whole of the city should take probably 5-10 minutes to run through in broad daylight.

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Steady Status Auto-Balancing of Games

Steady State Auto-Balancing

Idea

Looking at the scale of some of the online multiplayer games, it’s always fascinating to see how people always complain that only a small subset of things are usable in competitive play. In Halo or Counter-Strike, only a handful of weapons are considered good and the rest are never touched unless you’re in very constricted situations and the less-preferred weapon is the only option. League of Legends has over 100 champions to select from, but you only see about 30-40 played the majority of the time. Player-vs-player (PVP) in World of Warcraft tends to have the same team layout in their 2v2 and 3v3 arenas making the meta-game predictable after playing for so many iterations.

Developers do try and balance these problems, but re-balancing takes a long time to complete. When you make something (gun, character, class) weaker or stronger, it changes many other aspects of other classes. Which character’s are good to support them, who does the original character do well against, who does well against this character. Many aspects change because of small changes that the developers make to try and re-balance the game, making things that were perceptively weaker -> better and making things that seemed overpowering -> weaker.

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