Form AND Function
So as I’ve been playing with game concepts for the last few weeks, I’ve largely ignored form and focused purely on function. i.e. I’ve mocked up my concepts with crude prototypes using flat-colored blocks on a flat blue background.
For many of the concepts, this abstract look was sufficient. But as my focus shifted from ‘progressive fill’ puzzle games (like Lumines/Tetris/Meteos) to ‘always full’ puzzle games (like Bejewelled/Jewel Quest), I found that:
A) It’s too hard to visualize how a game will feel with only colored blocks. Would even a game designer be able to recognize the potential of Chuzzle or Bejewelled if they were just colored blocks?
B) In many cases, there’s a feedback loop. Certain abstract game concepts will work with some themes but not others. Conversely, certain themes suggest gameplay styles. For instance, I thought a puzzle game about matching up shoes or socks would be sort of cute and colorful. But it’s a game about matching off pairs (just as the old game Noah’s Ark was), and trying to jam a match-3 concept into a match-2 theme doesn’t work.
So, I spent last night and today brainstorming on themes that sorta fit the game concept I have now, although I think for each theme, I would tailor the game concept to some extent.
I’m not ready to talk about the themes I like at the moment, but I will list the themes that made my brainstorm list at one point or another but got cut:
Monkeys
Stuffed animals
Easter Eggs
Christmas ornaments
Fall trees
Cooking instruments - pots, pans, spatulas
Shoes / socks
Books
Coffee cups
Train/Boxcars
Marbles
Sailboats
Hot air balloons
American outdoors (different parts of America)
American travel iconography
Guess who’s coming to dinner (royal ball) - Food, china, music, etc
Restaurant
Kites
Plates/China
Tulips/Holland
Birds
Donuts
Toys
Seashells
Hardware Tools
Gardening Tools
Hats - Mad hatter?
Paint factory
Fruit/Tropical setting
Hawaiian Shirts (You open a hawaiian store?)
Beads, which go onto a bracelet?
Candles
Old bottles
Pizza Parlor
Ice Cream (Cones?)
South of the border - Pinatas only, with Cariachi music?
Flags
Trail Ride (American West)
Shipwreck - bottles, coins, jewelry, china
Flowers/Hawaii
Birthday/Christmas Presents
Candy
Cars/Vehicles (Detroit/Motor City)
Butterflies
Caribbean Blooms (Flower Shop)
Desserts (A pastry chef’s career)
Cookbook (Recipe ingredients for real recipes)
Firecrackers
Most of these are fairly weak (again, they were quickie brainstorms).
One idea that I liked, but couldn’t figure out how to turn into a good Match-3 was a variation of “South of the Border” - a sort of tongue-in-cheek romance set in either Mexico or the Caribbean. My wife was initially enthusiastic about it (even though she doesn’t read romance novels), and I even had fairly lengthy conversations with two of my sisters-in-law (who do read romance novels), but eventually, the idea crashed because of three reasons:
1) Really needs a female protagonist to appeal to female romance afficianados. I did a female protagonist in Bonnie’s Bookstore, obviously, but whereas I think it’s fine for a guy to play Bonnie’s Bookstore, I can’t see myself or other guys playing a romanticly themed game in the character of a female.
2) Hard to tie a story that’s fundamentally about two characters to a game that’s fundamentally about manipulating objects.
3) Most romantic books/movies take themselves at least moderately seriously. I can’t see a game striking a serious (or semi-serious) tone about this and pulling it off, and I can’t see the theme having resonance if done tongue-in-cheek/snarky.
February 16th, 2006 at 9:01 am
you can solve number 2 by giving the player the option to use 1 of 2 avatars, either the guy or the girl and just make the story the same for both
February 16th, 2006 at 10:48 am
Yeah, I thought of that. The problem is that if you try to make the same story fit either gender, then it’s bound to be a bit watered down. If you start changing elements (i.e. if the player is playing as a girl, then THIS happens, otherwise, THAT happens), then it gets more complex to develop.
Overall, I could have probably lived with that issue, either with support for both genders, as mentioned, or by telling it from the women’s perspective and abandoning most of the 30-40% of the casual game audience that’s male. But the other two issues are still there. Overall, it just seemed like too much of a battle.
February 17th, 2006 at 9:27 pm
The theme-ing of games presents some pretty amusing situations in some cases. After being a big fan of Super Puzzle Fighter, I was messing around with some concepts and eventually figured out how to take the basic mechanics and create a casino game around it. Of course, being very similar to all of Tetris game in play style, it could really be based on any popular puzzle games.
But what happened? The person in charge decided that we should theme it off of a license…SPAM! Which we did, and it was shown first at a trade show as SPAM. There was some logic to this at the time; at the time the SPAM slot machine was a big earner and it made some sense to continue the brand. Regardless of the “function” that the game had which might imply a different theme.
However, circumstances caused some philosophical changes to occur, and the theme was re-done as, well, something more familiar.
Now that the game is out in casinos we’ve got the playable demo up on our website at:
http://www.ledgaming.com/Gems_WildTiles/html/index.shtml