Wednesday, January 2

Games Noir

A game Noir, as described by Steve Gaynor in the recent publication on Gamasutra, is a B grade game that is budgeted to not be as risky as a triple A title, and yet having enough content and quality to be noticed by the mass consumer. So what does this imply for the Game Design? As the author pointed out, the comparison for a Game Noir does necessarily mean we should mimic the style of a film Noir, which after all is not an interactive form of media, and while a strong story is one way to sell a B budget game, it is not the only. Steve suggests experimentation in game play, and several of the earlier comments below the article mention games like Portal. While a game like Portal would certainly classify, it got me wondering what kind of games could I come up with under such limitations. So this is what I came up with, and while keeping such innovative ideas a secret did cross my mind, I also think it will be a few years before I'm in any position to make them, at which point they will no longer be as innovative, and their will be new technology, and a new ideas to draw from.

Title: Water
Concept: There are very few games that truly explore the water world, and the fun possibilities that lie with it. Most water based games fall into the category of races, which while it may be fun, is no different than racing on sand, in space, or on dirt. No this game should put the player in a position where water is used as underlying game play mechanic.
Gameplay: So imagine for instant that you play a silver surfer type of character, who can generate generate waves that can be used as weapons, or ramps for other players. Imagine a form of capture the flag in this style of gameplay, or football-isc rules. As long as the development is constantly thinking about how to make water more and more fun, and not throwing in any half-baked side elements this would be a truly fun game to play.
Story: This really wasn't about Story, but I believe unless the game is built as a multiplayer only title such as Warhawk, than a story should have as much care as the game play. There is nothing worse than progressing, through a game without a feeling of discovery. I believe that's what a good story does for simple games such as this. So, if it were entirely up to me, I would have this game be a growing up tale, about a boy who goes onto compete in a large arena. Imagine any story about a professional athlete being told from his child hood and eventually taking him to the Majors.

Title: Kendo with a Paintbrush
Concept: Painting has been demonstrated as a feasible game mechanic by Okami. In fact it was incredibly well executed, but than that was it. Is it that we as an industry are too afraid to draw from the same because we would be copying? Or are we too short sighted at other alternatives to painting in a video game. In fact by only utilizing the freeze time + analog sticks paint mechanic and drawing not a single thing more from the game Okami, some truly original ideas begin to come to mind, and playing Kendo is just but one of them. Kendo is about reading an opponent's next move, sort of like chess, it is about looking for patterns, and being creative.
Gameplay: Your weapon is a brush and your face to face against an imminent threat. As mentioned earlier, I see nothing wrong with using the time manipulating game mechanic from Okami. But to make things a bit more interesting, you can only paint within a much smaller radius of your brush, and when you choose to paint you can only slow time down, you don't freeze time. This will allow for your opponent to react but in a much slower fashion. Imagine now the sort of effect that would follow such slow motion sequences that would be exchanged between each player or computer player. Player one begins to draw a projectile circle (keeping in mind that this uses a lot more paint and the circle must be completely closed), he aims for the head. Player two, noticing the shape, steps to the side, and while watching his own avatar slowly begin to move, he begins to draw his own attack. Blocks, Strikes, Parries, fencing or Kendo this is the core of the game play.
Story: Hmm, well could we do something similar to the above? Yea sure, it would work, but for the sake of being original and daring as a Noir title should be. Let us take on the role of a girl. Why a girl? Because Kendo would be out of place for a girl, that statement in itself not being entirely accurate, that is half the reason. The other half of the reason is it can be quite interesting for boys playing this game who may or may not yet understand girls or woman for that matter and have the story be told about a serious issue from her point of view. For example, how time keeps passing her buy, and she's getting older and older and still not sure of what to do with her future. Will she practice Paintbrush Kendo for the rest of her life? That can't possibly be it, but yet her grades limit her options. It could be a story about her pursuing a meaningful life, and overcoming challanges. The use of a girl as a main character is in fact completely irrelevant towards how the story would unfold, unless there is a hint of romance involved in which case boys and girls act differently.

Anyways, I feel that from this little exercise I've learned two things about making a great Noir game. Focus on only one key gameplay mechanic, than focus even more on the story. Keep things from being repetitive buy using the gameplay as a reward, rather than the other way around.

Hope you liked these ideas, and will inspire who ever you are to come up with some of your own. Oh and if your a famous game designer yourself, with some hiring power, I got a lot more haha : )

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