Thick air
- Absorb/disperse
- Porous boundaries
Game progress
- Start with a normal human view
- Then perceive with a plant's eye view
- Get more abstract as game goes on (toward 'plant perception')
Game mechanic actions
- Use the plant guild list
- Raise water
- Store nitrogen
- etc
Open L systems - capable of modeling multiple plants and the interactions between them at the same time.
Work plan
- Release early
- Lots of iterations, based on player feedback
- Test multiplayer asap, see what people (test on us first) want to do
Game time
- Day/Night - different plants
- Link to real world sunset and sunrise
- Means people will want to play at different times to see what it's like
Link to local weather conditions for similar reasons
Ownership
Increasing people's attention span by creating a sense of ownership
- Plant graffiti
- Plants emailing/messaging you after you have created them
Gameplay duration
- Shouldn't be overly worrying about creating a game with a long gameplay duration
- 5 minute games are often more interesting than games that take months to complete
- Means less of a focus on goal directed play
2 types of gameplay
- Resource management - sole player, 'build your plant'
- Multiplayer - connections with other players, and the environment
Sense of environment slowly changes into plant sensed - air thickens
Communication
Pheromones - represented by colour, transport abilities such as:
- Flowering amount
- Sounds
Broadcast via
- Wind
- Insects
Decision to concentrate on communication, multiplayer without resource management. Start game with a random plant.
Plant googles
“Glasses” with which to see different views/properties.
- Choice/selection of different views
- Your choice influences the type of plant you become
Setting
- Urban - cracks and forgotten places in the city
- Plant view of the city
Cacti on trollies
- Keeping a sense of the unpredictable/non-sequitur
- Need to make it easy to create lots of elements - low overhead means more experimentation and fun!
Looking at games
Flower
http://thatgamecompany.com/games/flower/
- Backstory is about conflict, all be it a flowery one
- Sound is important
- Nice grass
PixelJunk: Eden
- 2D = good
- Nice animation
- Techno plants
Flow
http://intihuatani.usc.edu/cloud/flowing/
- Lack of rules
- Simple growth
- Complexity in textures rather than geometry
Nobi Nobi Boy
- Good example of game design by setting up a world and then throwing lots of stuff into it
Noby Noby Boy is an important step forward for videogames as a whole. It puts a dollar value on an experience more akin to a box of LEGO than a true gaming experience. It's a decidedly risky move – providing a plaything that has ultimately very little payoff for players (wiggle 'BOY' around, submit your length, help 'GIRL' reach the next planetary body). It's experimental stuff; whereas Katamari and its variants had a defined structure and goals – something that even the most 'sandboxy' games out there have – Noby Noby Boy's sole request is that you submit your length to the greater good.