Sunday, January 23, 2011

Cannibalism


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As any creative medium evolves, it’s inevitable that new works begin to feel much like old ones, but in the current gaming industry, it seems almost impossible for even the best of designers to make a game the feels truly “new”. Because of this, even games that seek to be different only take parts from other games and repurpose them. Take for instance Halo: Reach. While I love the game, most of the new additions to the game – most notably reticle bloom and character loadouts - are merely mechanics taken from other shooters. And this problem persists throughout the industry; games that play almost exactly like more popular games, sequels to those games, and remakes of previous games/series flood the market.

The question is, how long will players be satisfied by this cannibalism? How long until they begin to grow tired of all this recycling of game design? It’s hard to say. There’s a certain amount of familiarity that you want in your games; people like what they understand. But what’s more important than that is novelty; games are an exercise in learning. When the player stops learning new things, they stop wanting to play. And when players realize that all of these games are basically the same as the ones that came before them, they will become disinterested and stop buying them.

So, what do we do? That depends on what your goals are. If you’re a big development team that’s looking to spend tons of cash on a project, it might be best to stick to the tried and true formals. That being said, for your games to have true appeal, they’ll need to have at least something new to keep players interested. Now, if you’re a small team that needs to set yourself apart from the pack, then you have a conundrum. Making a radically different game can set you apart, but it can also be a big risk. That being said, there’s no way that a team with a small budget can compete with the powerhouses on their expensive terms, so taking risks may actually be less risky, so to speak.

Overall, the industry needs more risk taking to stay alive. While there IS something to be said for playing it safe when there’s millions of dollars involved, if we don’t start innovating soon, there soon won’t be ANY dollars involved at all.

Sunday, January 16, 2011

An Actual GAME!

(c) Josiah Marchand, 2011

For a change of pace from my one prior post, rather than writing about some game design concept this post, I will give you something even better, an honest-to-goodness GAME!

It’s called Paper Frog and it’s a board game where you and your friends race to see who can guide their frog to the pond at the top of the board first. (I’ll be honest, this board game is based on a certain classic video game! :P) The game is simple enough for most anyone to play. All you need is a printout of the game board and pieces – which you cut out - and a 4 sided die. (You can use a 6 sided die if you can’t get a hold of a 4 sided one. Just reroll all of the 5s and 6s.)

There is also a single player mode for those that don’t have other readily available players to race with. To find out how to play both versions, just have a look at the included instructions PDF. 

To get started, download the game board and instructions here:
 

(Note: You will need an Adobe Reader to view these files. 99% of modern computers have one, but if you don’t, you can download it from Adobe for free here: http://get.adobe.com/reader/)

Have fun and let me know what you think of the game in the comments below! ^_^