Monday, March 15, 2010

Game Idea Abstract




Split screen interface.

Left side screen features a video playing out a person's day. (Fig 1)

Right side of the screen features a human body outline. (Fig 1)


Figure 1

As the day plays on the left, needs of the body are represented in the right pain via color codes on a body avatar. The needs of the body avatar correspond to actions going on in the video via timed events. The player must address the body needs using tools such as water, energy and digestion.

Gameplay is derived from the popular styles exhibited by DDR and Guitar hero. The daily routines of people's bodies will be recorded similar to songs. People with active lifestyles could be labeled "hard levels" and sedentary lifestyles labeled "easy levels". An olympic trainee could be an "epic level".

Another angle is the ability to upload user-made videos. As long as the video is uploaded with the sequencing data to feed "needs" into the system at the right times, any person could create a "level".

This idea of user created levels will spawn community systems where people who live interesting lives, as exhibited by thier videos, will be popular within the community of players.

Tuesday, February 9, 2010

Ground breaking English PSA

Amazing PSA that is effective and is an incredible use of the medium. Video Art Inside!


Friday, February 5, 2010

New Street Design


A street redesigned by Hans Monderman.

http://www.wired.com/wired/archive/12.12/traffic.html?pg=1

This article details the deconstruction of traditional traffic controls in favor more intuitive design.

Wednesday, January 13, 2010

Important Video Game: Secret of Mana

A game that has always been a favorite of mine and I feel utilizes important gameplay devices is Secret of Mana for the Super Nintendo Entertainment System. Some of the features I'd like to stress are:

  • Radial Menu System
  • Fast Travel System
  • Original Score
The radial menu system in Secret of Mana was my first encounter with such a UI. It made selection of items and weapons quick and efficient. The interface was intuitive and helped streamline gameplay. Famous, more recent games such as Dragon Age and Neverwinter Nights also use radial menu systems. Here is a video of simple radial menu use:



The second feature I would like to look at is the fast travel system. The ability to fast travel is mediated via a small drum and the dragon that it calls. The game is designed in such a way that this system isn't available early on for the express purpose of directing the player and controlling storyline. Once the character gains the drum, the white dragon can be summoned and will drop the character and his merry band off wherever the player chooses. Video:



Lastly, the game boasted a wide range of music that was excellent considering the infancy of video games and the 16bit console. Here are some samples:







In conlcusion, I feel that many awesome features in Secret of Mana that made the game itself better have been used over and over in successful games succeeding it. Great soundtrack, well designed UI and the particular game mechanic of fast travel are welcome features in almost RPG.