Friday, October 29, 2010

Meadow Mouse

All classes leave an impression, even the ones I didn't like. If I learned anything from Game Design last year, it's that game creation is not my thing. I give up too easily when faced with puzzles I don't know how to solve. I am generally a non-aggressive person, and most games are warlike to the point that I'm afraid of playing after a couple of levels. Yes, I am actually afraid of continuing to play Spore because I angered the Grox (and the game practically requires that you do so, what's up with that?) Furthermore, they are a big time-drain. I can't play a video game for less than 2 hours (I know this from experience). Where, between work, school, and communicating with DePaul, and doing housework, and doing more schoolwork, do I have the time to play video games?
The answer is: None. Nada. Zip. I'm cutting into my schoolwork just to write this blog entry.

As I said before though, the class left an impression on me, and thus I've begun coming up with a game. (I must be out of my mind.) Here's the concept:

You play as a young field mouse. You start out in a meadow, but as you explore and collect items three opportunities to win the level will present themselves. Which one to go for is completely up to you, but ultimately you can only successfully complete one.

Your decision leads you to a new area where you explore and acquaint yourself with the local resources and hazards. Two ways to win the level are given. Once again, which way you go is totally your choice.

This format continues to the next level, with three chances to move forward. The last level has three chances to ultimately win the game.

There are, in total, 10 worlds in the game, but the player will only visit four. The method you win each level determines which one you go to next. The general three ways to win are building something, defeating an enemy, or solving a puzzle.

In short, I'm trying to fix what I don't like about Spore.

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