Showing posts with label mechanic. Show all posts
Showing posts with label mechanic. Show all posts

Tuesday, October 2

Echochrome: Principle-Based Design

Echochrome is about playing with perspective. The game is currently in development at SCEA Studios Japan for PSP and the PS3 Network. Echochrome isn't the first game to play with perspective, another recent title, Crush, featured a similar play style. But perspective as a play structure isn't really what we want to look at today anyway, instead we want to look at perspective as a function of game design. Echochrome features a simple but highly effective design schema: principle-based design. Many, and indeed, possibly all good video games use this very same design method. Alot times people want to make video games far more complicated than they need to be, which in the end just makes them convoluted piles of confusion.Principle-based game design, to eschew the non-descriptive title, can more easily be defined as a style of designing games around a set of guiding principles. The beauty of principle-based game design is its functionality in gameplay. Echochrome is a perfect example of principle-based game design because it really strips the term down to its most basic roots.

Watch this video:


Echochrome has one overarching principle: what you see is true. The gameplay is governed by five principles, all of which rely on the same method of control, which is perspective. The five principles are as follows:
  • Subjective Translation
    • Connect pathways to create new avenues.
  • Subjective Landing
    • The character will land on what appears to be below.
  • Subjective Existence
    • Cover over gaps to form a continuous pathway.
  • Subjective Abscence
    • Same as Subjective Existence. Cover up holes to make it as if they aren't there.
  • Subjective Jump
    • The character will land on what appears to be above.
The game is run by these laws, or principals. Once the players understands the laws, all that is required from them to solve the puzzles is critical thinking and the use of this knowledge. More broadly, designing a game with principles for gameplay allows designer's to build the game around those laws, kniwning that players understand the rules by which the game is governed. And really, this is how most games are played. You learn a game's mechanics, then you use them to overcome the game's challenges. Obviously there are plenty of other factors, like skill and chance, but truly, principle-based game design is an excellent foundation.

Here is another demonstration of Echochrome's principals taken from an earlier development state.

Friday, June 1

Crush

Crush is not the first puzzle of game of its ilk for the PSP. You may recall, there was also Exit and Practical Intelligence Quotient. Players control characters in each of the aforementioned titles, unlike traditional puzzle games like Tetris of Lumines. But what seperates Crush from all of them is its perspective switching gameplay. Crush was developed exclusively for PSP by Zoe Mode. The closest video game comparison one can make to Crush is Nintendo's recent Wii title, Super Paper Mario. What makes both games special is the ability to switch perspective.

In Crush, players take control of Danny as he explores his unconscious. The nether-regions of the mind are manifested in elaborate three-dimensional floating block mazes. To complete each level, players must collect lost marbles while finding their way to the end. This, however, is impossible to achieve within the limitations of the three-dimensional world. Fortunately, players can switch the game's perspective at any time with the tap of a button, "crushing" it. What was once three-dimensional is now two. In Crush, Super Mario 64=Pac-Man. When the perspective is snapped from 3d to 2d. The whole world flattens to the plane on which Danny is standing. Foreground blocks and platforms fade backward, and background blocks come forward. Sometimes this means side-scroller style perspective, other times it may mean top down. This allows players to cross seemingly insurmountable obstacles. But what makes this gameplay mechanic so awesome?
This is what I like about Crush. The game has a single gameplay mechanic: switching perspective. This tool is simple enough to be understood, but complex and dynamic in use. The player understands this tool, what it does, how to use it, etc. Therefore, the game becomes a test of player skill. The question isn't how to use this gameplay mechanic, but how best to use it.

The fact that players can switch perspective is awesome, to be sure, but is a novelty compared to what else this game achieves. Crush successfully implements one of video gaming's greatest goals, challenge and player skill. The levels are a challenge, neigh, unbeatable without the perspective mechanic that Crush makes available. All thats left is how good is the player at using that mechanic. I'll tell you right now, this is what 90% of video games are, and what makes the best games so good. Think of any game you've ever played. Unless its built 100% on chance or luck, your game gives players a challenge along with tools to overcome that challenge. The best games figure out how to take these tools and make the game neither too easy nor too difficult for the player. The difficulty is dependant on how much player skill is required. Enter Crush. Players can crush the game world. Awesome. But the crushing is not what really matters, its the player's ability to use the mechanic that makes the game good.

Sources:
1up
Gamespy
IGN

Crush
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