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research_report_tot:start [2010-01-11 14:01] – 94.225.45.31 | research_report_tot:start [2010-01-13 16:50] – 94.225.45.31 | ||
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//under construction!// | //under construction!// | ||
- | == Initial idea: Plant RPG == | + | === Initial idea: Plant RPG === |
The first idea that came to mind when thinking about making a game with plants, was an older one. This idea was documented in our personal wiki as "Plant Simulator RPG": | The first idea that came to mind when thinking about making a game with plants, was an older one. This idea was documented in our personal wiki as "Plant Simulator RPG": | ||
//You play a plant. Gameplay is a combination of level-up-RPGs and Sim City. You manage your resources (soil, air, sun, water) and decide to grow leaves or flowers, longer stems, larger leaves or more of them. If your flowers are attractive enough, the bees may help you multiply. Perhaps players can influence or even design the look of their petals and flowers. | //You play a plant. Gameplay is a combination of level-up-RPGs and Sim City. You manage your resources (soil, air, sun, water) and decide to grow leaves or flowers, longer stems, larger leaves or more of them. If your flowers are attractive enough, the bees may help you multiply. Perhaps players can influence or even design the look of their petals and flowers. | ||
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- | == Early sketch: growing a plant (July 2008) == | + | === Early sketch: growing a plant (July 2008) === |
A first prototype was built based on this idea. | A first prototype was built based on this idea. | ||
http:// | http:// | ||
+ | |||
http:// | http:// | ||
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Leaves speed up the accumulation of sun energy.// | Leaves speed up the accumulation of sun energy.// | ||
- | The simplification of the natural context (sun and rain for energy) in this propotype | + | The simplification of the natural context (sun and rain for energy) in this prototype |
Disadvantages of this prototype are the random shape of the plant and the all too direct control by the player over growth, creating an emotional distance between player and plant, where the player feels more like a gardener than a plant. | Disadvantages of this prototype are the random shape of the plant and the all too direct control by the player over growth, creating an emotional distance between player and plant, where the player feels more like a gardener than a plant. | ||
- | == The vegetal mind == | + | === The vegetal mind === |
- | being a plant, vegetal mind, being inside a plant, inside the seed, guilds | + | |
A brainstorm discussion of the project lead to several ideas and inspirations. | A brainstorm discussion of the project lead to several ideas and inspirations. | ||
- | One of the strongest ideas was the desire to create a game in which you feel like a plant, experience life as a plant and perhaps learn from the plant' | + | One of the strongest ideas was the desire to create a game in which you feel like a plant, experience life as a plant and perhaps learn from the plant' |
http:// | http:// | ||
- | == Going underground == | + | === Going underground |
To solve the problem of feeling like a gardener when directly manipulating plant growth, we came up with the idea of focusing on the roots as the " | To solve the problem of feeling like a gardener when directly manipulating plant growth, we came up with the idea of focusing on the roots as the " | ||
http:// | http:// | ||
- | == Casual games == | + | === Casual games === |
We realized that there is already one type of game that is capable of " | We realized that there is already one type of game that is capable of " | ||
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http:// | http:// | ||
- | == The hex game == | + | === The hex game === |
When thinking of simple software systems to grow roots in 2D, we stumbled on the hexagonal grid. Hexagons have been a staple for a certain type of strategy games, so it sort of felt right. | When thinking of simple software systems to grow roots in 2D, we stumbled on the hexagonal grid. Hexagons have been a staple for a certain type of strategy games, so it sort of felt right. | ||
We started prototyping a root growing game with hexagons. | We started prototyping a root growing game with hexagons. | ||
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http:// | http:// | ||
- | == Hex dressed up == | + | === Hex dressed up === |
The mindlessness of the early hex prototypes was extremely satisfying. But the lack of aesthetic connection to plants (apart from a vague abstract representation of root growth) felt uncomfortable. | The mindlessness of the early hex prototypes was extremely satisfying. But the lack of aesthetic connection to plants (apart from a vague abstract representation of root growth) felt uncomfortable. | ||
When Dave introduced us to a way in which textures on a hexagonal grid could be used to represent roots more naturalistically, | When Dave introduced us to a way in which textures on a hexagonal grid could be used to represent roots more naturalistically, | ||
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http:// | http:// | ||
- | == Dave inside the roots in 3D == | + | === Dave inside the roots in 3D === |
At some point, Dave started working on a 3D version of the root growing game. | At some point, Dave started working on a 3D version of the root growing game. | ||
This became the most detailed gameplay prototype in this phase of the project | This became the most detailed gameplay prototype in this phase of the project | ||
- | == Tot above ground == | + | === Tales above ground |
While Dave was creating the gameplay underground, | While Dave was creating the gameplay underground, | ||
We felt that one of the important motivators in the social experience of the game, would be the plant avatars that each players would be growing. So we came up with a system to represent how these plants might look. And how a garden would look comprised of such plants. | We felt that one of the important motivators in the social experience of the game, would be the plant avatars that each players would be growing. So we came up with a system to represent how these plants might look. And how a garden would look comprised of such plants. | ||
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http:// | http:// | ||
- | The basic shapes of these plants were based on drawings by Lina and Theun. | + | The shapes of these plants were inspired by drawings by Lina and Theun. |
- | The concept of our garden was that each player was represent as a basic shape that grew out of the ground surface and was made from the same material (we were imagining white ceramic for the prototype). So plants and world are one. This basic shape would grow according to algorithm | + | The concept of our garden was that each player was represented by a basic shape that grew out of the ground surface and was made from the same material (we were imagining white ceramic for the prototype). So plants and world are one. This basic shape would grow according to algorithms |
- | Next to the basic element that is specific to the species, every plant would be able to grow attachments based on nutrients found by the roots in the soils. This are like leaves and flowers, except that every plant is capable of growing every type of attachment. So the attachments are not species-specific (but they could be location or time specific). | + | Next to the basic element that is specific to the species, every plant would be able to grow attachments based on nutrients found by the roots in the soil. These are like leaves and flowers, except that every plant is capable of growing every type of attachment. So the attachments are not species-specific (but they could be location or time specific). This kind of growth is faster (seasons). |
When below ground, the player would be playing from his plant' | When below ground, the player would be playing from his plant' | ||
Above ground, the player gets full control over the camera to roam the garden. | Above ground, the player gets full control over the camera to roam the garden. | ||
- | == Ideas for future development == | + | === Ideas for future development |
At the end of this phase, we were a bit disappointed that we didn't really have a clear idea of the kind of game that we might want to make. | At the end of this phase, we were a bit disappointed that we didn't really have a clear idea of the kind of game that we might want to make. | ||
To help get to that point, we would suggest the following. | To help get to that point, we would suggest the following. | ||
- | = It's about the player = | + | == It's about the player |
The user's experience is more important than the artist' | The user's experience is more important than the artist' | ||
All of our ideas should serve only as inspiration. Our focus should always be on how the player feels when interacting with our game. Not on whether or not we are expressing our ideas well. If the game ends up being about something else, that is fine too. We're not making edutainment. | All of our ideas should serve only as inspiration. Our focus should always be on how the player feels when interacting with our game. Not on whether or not we are expressing our ideas well. If the game ends up being about something else, that is fine too. We're not making edutainment. | ||
We should take the interesting elements from our prototypes and optimize them. | We should take the interesting elements from our prototypes and optimize them. | ||
- | = Not the kitchen sink = | + | == Not the kitchen sink == |
When producing games, trying to implement all ideas is a recipe for failure. | When producing games, trying to implement all ideas is a recipe for failure. | ||
- | It's important to make choices and to have a reductionist approach to game design and features. Choose one idea and make a game with it. Not necessarily because the others are bad but because you need focus in order to finish something. | + | It's important to make choices and to have a reductionist approach to game design and features. Choose one idea and make a game with it. Not necessarily because the others are bad but because you need focus in order to finish something. |
- | = What we would keep and throw out = | + | == What we would keep and throw out == |
- | To our mind, the best idea for a game that came out of this phase is a dual game of being in a plantlike mindset when playing (underground), showing off your flower | + | To our mind, the best idea for a game that came out of this phase is a dual game of being in a plantlike mindset when playing (underground) |
We would remove the concept of plant guilds and the first person perspective. | We would remove the concept of plant guilds and the first person perspective. | ||
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One thing that we feel is missing from the game idea is a feeling of accomplishment for the player, a reason/ | One thing that we feel is missing from the game idea is a feeling of accomplishment for the player, a reason/ | ||
Satisfying this desire is somewhat at odds with the vegetal mindset that we're aiming for. Which is why we want to represent this aspect above ground (the human part of the game). | Satisfying this desire is somewhat at odds with the vegetal mindset that we're aiming for. Which is why we want to represent this aspect above ground (the human part of the game). | ||
- | the motivation to play would thus be human and consist of showing off your plant, trying to make something pretty and care for the organism that you're creating. | + | The motivation to play would thus be human and consist of showing off your plant, trying to make something pretty and care for the organism that you're creating. |
+ | |||
+ | == Passive game == | ||
+ | We're still very fond of an idea we shared on the groWorld mailing in November 2009. | ||
+ | |||
+ | //There is no interaction. There' | ||
+ | |||
+ | You can be " | ||
- | = Passive game = | + | In this mode, you only ever deal with your own plant. The multiplayer aspects happen exclusively above ground, in the garden. There' |
- | passive game idea | + | |
==== Context ==== | ==== Context ==== |