After a discussion on Friday with
the M.A course leader and some other M.A students, I’ve sort of got a handle on
the direction I want to take. I’m really keen to explore relationships between
mechanics and level design. As of yet I’m not sure whether it’s a better idea
to create my own mechanics to show off what I can do with my own creations or
take the limitations of already existing mechanics and show off what I can do
with them. For a while I’ve thought it would be an interesting idea to design
levels for existing titles to work within their constraints but I don’t want my
M.A. to come up as some ‘fan art/fiction’ instead of something professional
that’s going to really impress people when they see it.
I’ve thought I could maybe do a
combination, create my own levels and mechanics for my own unique games, taking
existing mechanics into a new game and maybe designing levels for an existing
game with a new mechanic. I’d like to have as much creative control as I can
over my projects because I know, when/if I do get a job in the industry I’ll
have little to no real creative control over the titles I work under.
Some games with interesting
mechanics/themes;
Dark Cloud/Chronicle – The player
collects resources in dungeons to rebuild the villages/towns in the world. NPC
can be moved into houses, but some often have requires e.g (one person might
want to live next to a river). As part of the story the player must travel into
the future versions of their to advance the story.
Majora’s Mask – The player must
collect and use a variety of masks to gain different abilities and even
transform into different species.
Oddworld – The player can possess
enemies and take control of all their actions. The player can also speak with
other NPC’s using ‘gamespeak’ shouting introductions to other characters to
escape.
Okami – The player controls of a
wolf with the abilities to use the ‘Celestial Brush’ to paint stars in the sky,
change from night to day, make flowers/trees bloom, slash enemies, draw broken
bridges and much more.
Portal – Using a portal gun, the
player can create portal entrances and exit points to solve puzzles.
Ape Escape – Using a large net and
variety of tools, the objective of each stage to catch a certain number of
escaped monkeys.
Shadow of the Colossus – Traversing
large open fields, the player must hunt down and kill 16 Colossi, massive, boss
like creatures which the player must climb to stab its weak points.
Wind Waker - Sailing large open world on the sea, taking
control of the wind directions to solve puzzles and sail.
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