Like Ethan, I come up with crazy game ideas from time to time. I'll use his idea format to keep things consistent. Enjoy!
Game name: Boss Run
Genre: Arcade/platformer (score based)
Camera view: Platformer (or 3/4)
Graphical style: Cartoon realistic
Gimmick: You are the boss
Gameplay: Imagine you're playing any random game, and you reach a boss. First time you reach it you play around a bit and figure out how to hurt it. You probably die. Second time through you've figured it out and you start doing some decent damage. You die again. The process repeats and you steadily get better until you can finally beat the boss. In Boss Run you play the role of the boss, and you watch that process. The player comes in for the first time, a cutscene happens, you maul the player. The second time the player skips the cutscene and is a bit smarter. It steadily gets harder and harder until the player beats you, and you are given a score based on something. You'll be able to select from different bosses all over the game, but the bosses that would usually occur at the beginning of the game (the really easy ones) would be the harder ones.
Plot: A generic plot, player is trying to save the world or something.
Sunday, April 10, 2011
Friday, April 1, 2011
Junior Research Paper 1
Last year in high school (my Junior year), I chose the video game industry as a topic for research. Now I am posting it on this very blog to be looked at. I've taken out the sources that I used (because I feel like you guys don't care, but if you do, let me know). Anyway, not all of the views that I show in this are ones that I still hold today. But nonetheless I thought it was interesting.
At midnight, in a convenience store in the middle of a restless city, a woman walks in and buys a pack of cigarettes. Following her in line is a man waiting to buy a beer bottle, another man with a cup of coffee, and finally a man who is about to purchase the game World of Warcraft. All of these people have something in common; they all are feeding an addiction. The man with the online game won’t be looked at by society in the same way as the woman with cigarettes. Nevertheless, gaming addiction has become an increasing issue as the industry itself grows. Adolescent minds are being morphed and influenced by the videogame industry; an industry that is similarly young and constantly changing.
The child of increased technological innovation and the desire for a quick fix of entertainment, videogames started as a way for developers to entertain the masses and make money, similar to other kinds of media. In arcades, players would be required to use a quarter for one play, which was not a very long time per quarter. Developers needed a way to draw kids to their industry, and the way to do this was by making the games addicting, and giving them the ability to be replayed and repaid for.
Although games can convey emotion and are assembled using several art forms, a main focus of games, both past and present, is to grab a player by his collar and never let him go, and, perhaps, stealing his pocket change along the way. Developers have an almost bully-like relationship with players, making the story of videogames a story of corporate manipulation.
At midnight, in a convenience store in the middle of a restless city, a woman walks in and buys a pack of cigarettes. Following her in line is a man waiting to buy a beer bottle, another man with a cup of coffee, and finally a man who is about to purchase the game World of Warcraft. All of these people have something in common; they all are feeding an addiction. The man with the online game won’t be looked at by society in the same way as the woman with cigarettes. Nevertheless, gaming addiction has become an increasing issue as the industry itself grows. Adolescent minds are being morphed and influenced by the videogame industry; an industry that is similarly young and constantly changing.
The child of increased technological innovation and the desire for a quick fix of entertainment, videogames started as a way for developers to entertain the masses and make money, similar to other kinds of media. In arcades, players would be required to use a quarter for one play, which was not a very long time per quarter. Developers needed a way to draw kids to their industry, and the way to do this was by making the games addicting, and giving them the ability to be replayed and repaid for.
Although games can convey emotion and are assembled using several art forms, a main focus of games, both past and present, is to grab a player by his collar and never let him go, and, perhaps, stealing his pocket change along the way. Developers have an almost bully-like relationship with players, making the story of videogames a story of corporate manipulation.
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