Tuesday, March 30, 2010
The Gold Rush - Social Gaming
Tuesday, February 16, 2010
Toy, Puzzle and Game - The Game Design Triad
- As a toy, it is so much fun to just guide the blocks and rotate them into different orientations as they fall.
- As a puzzle, the player constantly takes a decision to see where the current block fits into the existing set of blocks.
- As a game, the player competes against god who throws the blocks from the top, one after the other. The conflict is to form as many lines of blocks as possible without hitting the roof. It could be argued that Tetris is a very good puzzle and a highly unbalanced game. God always wins. If the number of blocks that the second player (God) threw down were made limited, then Tetris would become a balanced two player game.
- Build a toy that is fun to play with.
- Introduce a clear goal and a set of rules to manipulate that toy. Essentially come up with a puzzle.
- Add opponent to the puzzle, that changes the state of the puzzle even when the player is not interacting with it. Most often the introduced force will try to increase the player's proximity to his goal. This will be your game.
Tuesday, January 19, 2010
School, Play and Ubuntu
"Can Linux have a graphical user interface like windows?"
Sunday, January 17, 2010
Of Toys and Video Games
"Can you find a sport that is not interesting to play with?"
This was an interesting question that sparked in my mind as I heard Jesse reveal the Lens of Toy. Even without a goal, most if not all of the sports are fun to play with. Like football is fun to kick around, Tennis gives us the fun of hitting the ball with the racquet, Athletics like swimming, running or jumping are purely a matter of joy even if done individually. A goal seems to be added later to this activity which further heightens the level of achievement and satisfaction.
I feel designing games with toying around as a perspective could be extremely useful. All video games are projections of the player in the virtual world. There is either a gun in FPS, or a character in 2D like mario, or perhaps just a map that you can pull around in a strategy game like Command&Conquer. All great video games seem to have the property that, they would give the player a sense of control or satisfaction in just toying around with his projection. Be it the sound of mario jumping or the ease with which he can be controlled while jumping. As a player, I could purely toy around with mario for a minute making him jump,crouch, dash and run. when a motive is added, this elevates the level of fun that I am having.
My thought would be that if a player is not enjoying every moment in a game, probably he will find it daunting at a point. And the best way to keep the player interested is, to give him a toy, which in our case is the avatar of player in the virtual world. Even a cool looking gun that fires projectiles that the player can control, is as good as an avatar since that is the projection of the player in a FPS. This could also be the reason for the success of many casual games in the market. they are addictive. I would henceforth consider the toy mechanic in my game design, since I have realized that it is a very important part for any video game.
The properties of a good 'toy in video game' or the 'projection' of the player would:-
1. be highly interactive, to an extent that the player feels completely in control of this toy. this interactivity should be consistent.
2. give the player a joy of accomplishment. this could be as small as jumping or shooting out a projectile.
There should be a seamless integration between what a toy is and what it does in the game. Rather, designing a toy for the game or a game around a toy would be a good bet. I would spend quite a lot of time coming up with the toy, as this is 'the' part of game that the player is in constant touch with.


