Thursday 13 February 2014

Auto-Destructive Games, Influences and Early Steps


So the Analysis has been continuing along with some 'very' early concepts and prototypes (mainly revolving around how to have the main game loop involve destruction in some fashion or another). The idea of intentionally spilling a fluid on a 'specific' chart/sheet of paper with drawings on and letting the areas it spills onto be involved in some weird 'your a sangromancer' (blood mage) sort of game (red food dye of course).

Also been messing with the concept of using ice-cubes and building blocks in some form of vs. Jenga game combined with curling (elastic band - ping ice along table towards opponents, the more melted to more slidey but less weight it will have)

The issue with some of the early concepts I have had is the value of the destruction. As the stuff had be made to be destroyed (and had little value) it wasn't all that satisfying to destroy it. It lacked the 'deface your darling' value that Rob Daviau mentions when describing his design of Risk Legacy. One slight exception to this was for prototypes where the player had to build something themselves (thus having invested time, etc...), it's always sad to see something you've made get destroyed (thinking sandcastle and the damn sea!). I think I'll be looking at a design that incorporates a sense of creation and ownership to really give the destruction some weight. Even better if I can fit it in with 'deface your darlings'

(For those who haven't read my Proposal, 'deface your darlings' is a concept that the destruction of objects and things that are owned and hard(ish) to replace is inherently a more valuable experience, and a bit punk. These objects and things being 'your darlings'.)

The analysis has found me an interesting one: traditional playing cards do have a lot of usable inherent values (and may well have some of that deface your darlings vibe that I'm looking for).

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