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Showing posts from April, 2008

Brainstorm: Egg

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I'm not sure what I will do with this idea. It may become a game or it may become a comic or novel. Probably a comic. It'll be fun. A world growing inside an egg that is almost ready to hatch. Such a process that will change the structure and peoples dwelling/growing on it. Terra-Angels are human like beings with feathered wings. Within the embryo world of the egg, Terra-Angels can fly regardless of their wing-span. The size of wings denotes the greatness of heart which can grow or shrink throughout the course of life. Terra-Angels may look masculine or feminine, but they have no sex and can not reproduce. The egg world has merely been producing them. However, it has been a long time since the birth of a Terra-Angel...which means the world is about ready to hatch...which will change the appearance and everything they know to be true. There are 7 eldest Terra-Angels. They were the first 7 to be born and as such were given authority. Their role is shepherd-like since the world is

The Silent Hero

In RPGs (and other genres too) there are two types of heroes: the silent type and Story Type. Mind you these are only MY terms that I will use throughout this article. Silence is Golden The silent hero seems to always silently concede to whatever the story says or supposedly respond to any question addressed to him/her. Link and Mario are some of the more obvious silent heroes. Although Mario and Link make "noises", they do not respond verbally to any dialog aimed at them. (In recent 3D games they have started gesturing). Dialog with NPCs and cutscenes always feel one-sided. Some of the benefits of using the Silent Hero is that you never put words into the players mouth. This is to say that the player IS the hero. The silent hero does not have a bold personality per se, because that portion is suppose to be filled in by the player. In a yes or no situation, it IS the player saying yes or no. In a way, a silent hero is easier to relate to because his dialog is not showing off

Player-Centric Design

Player centric design for games means keeping your audience in mind and designing for them. While making a hobby game, it is perfectly acceptable to make a game that interests YOU. This method is designer-centric. You make a game you like and hope others will like it. MOTIVATION Different player types are usually driven by what motivates them to play or continue playing. Motives can be things like high score, beating level 1, playing the story, exploring the world, playing with friends, competition, stress relief, or combating boredom. These motivations in turn affect what sort of games the player likes to play. A player motivated by story and exploring a world would probably enjoy an adventure game. Likewise, a player interested in stress relief or relieving boredom or trying to relax may want to play a puzzle game or arcade game. Something that does not require too much focus or hard concentration. Here are some more samples of Motivation for playing a game: Entertainment (relieving