Thursday 16 February 2017

Theme Parks

How would you make a modern theme park sim or management game? Blue sky: an endless runner, or maybe a post-apocalyptic strategy game?

A theme park sim where you have to make an underwater theme park for mermaids where you have to chose what ideas will work best underwater and will be the most enjoyable for the mermaids etc, and live with the decisions you've made even if they don't work. Fish will often destroy your work if they pass in hoards etc, or shark will eat your guests so you have to accommodate for all of that.

Board/Card Games

Can you think of a video game you could emulate in cards, how would you go about it?

Fire Emblem would be an interesting one as its a tactical turn-based game with stats and different classes, and also has the weapon triangle which shows whats good against what. You could have some sort of real life turn-based combat system, and have different coloured cards better against others. They would have the characters have a card each, similar to the Pokemon card game.


Mazes - Multicursal and Unicursal Games

Think of ten video games which involve mazes (in any capacity: level design, mechanics, narrative etc.). Sort them into multicursal and unicursal.

Multicursal Games

  • Diaries of a Spaceport Janitor (confusing world where you have to follow different arrows to find different areas, lots of ways to get around)
  • Pokemon Series (maze-like map, once you get certain moves you can go different ways to get around)
  • Legend of Zelda: The Wind Waker (massive world, as well as paths inside the dungeons where you can go different ways)
  • Life is Strange (the narrative is multicursal)
  • Mirrors Edge (lots of different paths to take to get to your destination)

Unicursal Games
  • The Banner Saga (has linear path in where you go/end up)
  • Journey (linear path when it comes to where you're going)
  • UnderTale (linear path to take)
  • Never Alone (linear path 2D sidescroller)
  • Final Fantasy 13 (mostly linear until a certain point when the game gives you way too much freedom)
If you wanted to make a narrative or expressive game, how could you use kinds of maze to tell the story?

I would have a game with multi-choice questions that heavily impact the story/where you're going to go etc so that depending on what choices you make you're going to have a different experience in the game.