Rahil Patel

| (• ◡•)|/ \(❍ᴥ❍ʋ).

Category Archives for: Games


21 January 2014 by Rahil

I decided to play a game, alone.

It has been a very long time. Steam informs me almost a year.

It’s weird to do something alone now.

I tried Costume Quest, and despite it having a funny little script, good humor, a Halloween theme, nostalgia of my upbringing in suburban America, and an all around great production, it’s still a genre game. Therefore it did not appeal to me. Furthermore it carries over the cons of JRPGs: chore quests like finding things, a JRPG battle system of which numbers do not matter and fighting requires no tactics or brainpower, ‘n some other junk. I stopped very early in.

Then I played Proteus. I walked from one side of the island to the other, at awe at the visual and audio, quickly concluding it was a simple audio-visual experience. It reminded me of a 3d version of Seasons [made during NY GGJ 2012]. Something fitting as an installation piece at a museum.

I nearly turned it off. I didn’t. Instead, I decided to circle the island, just to soak it in for a few more minutes.

That was a crucial decision point. The first 5 minutes of any media. And it was successful.

I played through the rest of the game. Exploring. Every sight picture worthy. Interacting with everything, wanting to hear what new sounds come, what new animation occurs. The little crabs and their tribal drum music, the bunny-like creatures, the amazing sounding owl, the elusive white bunny, dandelion seed heads floating about, stars, fireflies. And through all the seasons. A partly cloudy beautiful spring, an equally beautiful summer, looking into the sun causes vision to go white, autumn brings the leaves down and even more rain and clouds just below the mountain, and the climactic, dreamy winter. It was like traveling through a digital world, with all the interactions in tact. Traveling, while in reality it’s raining outside and I’m on my computer.

Perhaps it’s not much of a game, as there aren’t many rules. It takes a single element found in many great games, exploration, and singles it out, resulting in a minimalist experience. The slow-moving, cinematic, 3d exploration of Shadow of the Colossus or any Bethesda game. Then adding a little interaction. Perhaps it’s proof, proof that games can evoke feelings.

Nah, never mind that thought. There just isn’t enough game to prove that here. It’s an audio-visual experience with very little input. My proof of this statement via thought experiment: If I had watched the game instead of playing it, I think it would have offered the same experience.

Game or not, it’s a worthy experience, one I value more than most of the games available on Steam.

Something worth mentioning: Bad Trip by Alan Kwan has a similar exploratory feel with little interaction, with the addition of containing memories of its creator.

Leave a comment | Categories: Game Reveiws, Games

A Personal Statement for Game Design

01 January 2014 by Rahil

Written for NYU Game Design MFA application.

The Internet service man is currently haphazardly pulling cable to my parent’s house in India in a way to avoid monkeys from snagging it. Pardon the superficial errors.

Why I am interested
Games are special to me because it is one form of social interaction that my personality consistently agrees to partake in, a social event that I feel creates a new experience every play, an alternative to socially normal events, which often fail to entice me.

I self-diagnosed myself to have schizoid personality disorder (SPD). I often withdraw from social situations, have narrow focus, have trouble maintaining relationships, and am indifferent to social norms, yet, I often have strong a desire to interact with people. Nearly all of my close friends in my life were initially contacted through games. Games enabled me to be social in a way that doesn’t make me anxious, and is something I actually enjoy. It wasn’t until much later in life while living and travelling in new cities and the world that I began to interact in somewhat more socially normal ways. Without games I probably would be a hermit, a McCandless [Into the Wild]. Sounds like a lame teenage wallflower story, but I believe there’s some rational, psychological reasoning behind the interactions between schizoids and games. My life is constantly experimenting and suffering from this.

Despite my love for several arts, I think the interaction between people have a greater affect on people than the interaction between person(s) and an inanimate medium. It’s simple: moments are more memorable when shared.

Lastly, there’s just more to explore in games, interaction, urban spaces, new media, and that’s excluding its endless applications.

Personal vision, impact on the field, speculation of thesis
My life’s objective is this: I want to make people always feel that the world is a playground, that there’s always the option to stay out, to physically explore, play, socialize, collaborate, with friends, family, and strangers of all classes of society alike, maximizing physical social time, therefore maximizing memories.

When I travel I often have extreme, schizoid-affected feelings from external stimuli. I become extremely playful and overly confident, like a child. I want to explore everything, do everything, and talk to everyone. Empiricism; Learning through play. I often felt that I was the only one interacting with the people around me — in a subway in Seoul, in craftsman shops in Malaysia, on the streets of Taipei — while they were on their smartphones (probably maintaining relationships). I was outside all day everyday. I despised being indoors, hence my choice in Taipei, a very street-life oriented culture. I wondered why people didn’t feel the same way. What people were thinking, if they were thinking, during their routines. I felt over time people, including me, narrow their life to their work, friends, and family, forgetting the world of possibilities. During this time, I saw gaps in society where people are so in routine that fail to maximize their life’s time — on public transportation, lone jobs (small shops, night shifts), and in developed cities without street life (Japan, Western world).

Games can fit these gaps. Public games. Played with the people around. Something anyone can stumble over in a city: in the park, on the subway, inside, and outside. Games should be a part of everyday life. Turn that lonely down time to social game time. Relieve oneself through gameplay, prevent the social barrier from forming, talk to people, and maintain playfulness. Playfulness begets confidence.

A speculation: games in New York public transportation systems to encourage meaningful interaction between strangers via inquiry, without an electronic device.

I prefer public art (and games) to an easily distributable medium because it affects anyone nearby. The audience isn’t narrow. Even if the art is infused on a medium, it should be placed in public a la Babycastle’s public arcades.

In the 1980’s Fluxus wrote “Learning through conversation, inquiring, group play, and games serves as the most effective educational model for the future generation who will live in the information society.” In the same vain I believe that even games without a specific purpose such as learning or research will return positive results because one is interacting with new people. Simply putting a diverse group of people in the same space to interact can lead to powerful outcomes. A good social event is an interactive one.

Another speculation: Big games that have a specific positive affect to the environment: to clean trash, generate power, help the needy, teach, log and map data, etc. If people cannot do something creative, at least they can do something productive.

Why select focus, what I can contribute to a team, and what makes me a strong candidate
On a team I can contribute to game design and implementation (including programming). I’m a DIY problem-solver type that narrowly focuses on interaction and gameplay, so much so that I feel technology gets in the way. Naturally game design will be my focus, but I’m really interested in specific ITP courses to gain more knowledge and possibility.

I believe my strength (and weakness) is retaining the idealistic, child-like vision of play, and my desire for universalism. I’ve lost care for digital games because of my time in Asia.

The main reason I want to go to school is because I no longer want to create games alone; Game development should be interactive. Also, I have great peers in New York.

Perhaps the underlying grandiose reason of why I want to enter game design is so that I myself can maintain those child-like feelings. To live, learn, and play, simultaneously; To avoid narrowing my focus to work, getting bored, withdrawing, changing direction, moving, again, as I’ve always done.

After writing this, I noticed there’s a lot of feelings and a lack of direction, more fitting for ITP, yet I feel that there is a clear love for games itself, particularly its replayability.

Leave a comment | Categories: Games, Personal, Schizoid Personality Disorder, Travel

A Critical Analysis of Super Smash Bros. Melee

31 December 2013 by Rahil

Written for NYU Game Design MFA application.

It seems that I chose this game because of my love for it rather than a game whose critical analysis could lead to a new direction for the future of games. Nostalgia and subjectivity exist. Also, this analysis only focuses on versus mode with tournament settings.

In my college there was a public room with three TVs, all of which solely had Super Smash Bros. Melee (SSBM). My friends and I used to watch videos of professionals play, be inspired, incorporate their skills into our tactics, then participate in regional tournaments, cheering local players. Clear now, but only in hindsight I realize it was a sport.

What makes this game stand above other fighting games of its time is its accessibility. That’s Nintendo’s strength. It had simple controls, no button combinations to memorize, a short learning curve, and an eccentric, lovable selection of characters. This attracted diverse players whom later formed a similarly eccentric, lovable community.

Despite its accessibility it has a complex, successful fighting system — the more skilled player always win. There are several mechanics (rules) to the game leading to an infinite amount of possibility and therefore knowledge. Players explore the possibilities because they are motivated to win, incorporating newly found knowledge into their tactics. It’s a creative process. After 12 years people are still finding new possibilities; It’s existence at EVO 2013 exemplifies is longevity.

However, complexity doesn’t necessarily prolong the life of the game, as proven by ancient games such as chess, but in this case it does help maintain excitement for a cartridge game, just as new content (maps) and core updates do for other competitive games. Perhaps there is even some satisfaction in learning a complex system. Many Asian gamers tend to play knowledge heavy, calculating games. It’s unnecessary, resulting in a higher competitive play learning curve, yet, requiring more skill.

Another pro, especially compared to sports, is that SSBM has nearly no down time. As long as the match is running, there is likely something to do to gain advantage.

A possible con of SSBM is that its complexity flows over to the input. Professional players need quick hands and great hand-eye coordination, practicing certain hand movements to execute advanced moves. I believe it’s sequel (SSBB) attempted to alleviate this by limiting the input, but it resulted in a less exciting game, especially to watch. Decisions need to be timed to generate excitement, but limiting input limits decisions, which limits possibilities.

In my life, no other game or sport has created more exciting moments than matches of SSBM. And, just as any other sport, it is repayable, timeless.

In 2011, indie game designers began creating accessible yet complex sports games. Will Hokra with its simplicity generate enough excitement to be taken seriously as ultimate flying disc did? Regardless of its outcome, I believe Super Smash Bros. Melee is a prominent precursor.

Leave a comment | Categories: Game Reveiws, Games

Life and Education

08 August 2013 by Rahil

I met a special person at my hostel in Korea. After having a conversation with him, I was surprised by his intelligence, and then curious of its source.

He’s the type who often drinks, watches movies, and is caring to everyone. He told me that he only learns by doing, empiricism. He travels. He’d rather be a laborer than an office worker. He doesn’t have specialized skills. He’s took farm jobs while using his Austrailian working visa. He enjoys talking to people, learning about culture through conversation. He dislikes clubs, people who don’t learn new cultures, conservative people, therefore, many Koreans. He has witty black humor. “I enjoys bars because people I can hear people. In clubs people talk with their dicks.” We talked about cultures. How Korea and Japan are similar, in that they are safe, close-minded, not willing to travel [without a tour guide]. We dreamt of owning a hostel.

How can a person who doesn’t own a computer be so intelligent? Computers give people the access to infinite information. Isn’t the consumption of information how people learn? If schools measure intelligence by memorization, he could be deemed stupid.

I then read a note I underlined from a Fluxus exhibition at Nam June Paik Art Center:

“Learning through conversation, inquiries, group play, and games servers the most effective educational model for the future generations who will in the knowledge and information society.”

This person and most travelers use similar methods for learning. Learning by doing, living, and exploring.

Fluxus seeks to recreate the experience of learning by mimicking life. They created an exhibition which required visitors to play using all of their senses, resulting in a social and intelligent experiences.

Jon and Ching, a couple who runs a private school in Taiwan of which I volunteered for teacheing, cooks, feeds, plays with, and cares for students in every aspect of their lives. Classes only make up about 25% of the day. The rest is allocated in reinforcement and normal life activities: group games to aid memorization; artificial conversations to aid English classes; exercise via sports or martial arts; interacting with foreigners for real application; real conversations; cooking, cleaning, and time off. Kids questioned foreigner teachers and explored nearby parks and playground on their own [, under supervision]. Foreign teachers were given freedom to teach anything they wished. They successfully created an amazing educational environment.

Babycastles creates arcades for visitors to play. You enter an arcade. Play a new game with strangers. Enjoy. Explore. Talk about it. The experience is real as required senses. The experience is memorable because it was shared with people. As a result, the experience is fun. Something was really learned, and it will be remembered.

Of course, professors, books, and the internet is not bad, but alone they are not enough. Even reinforcement activities are not enough. It’s missing somethings that is often required in order for people to really learn rather than memorize: conversation, inquiries, group play, and games.

Leave a comment | Categories: Education, Games, Life

Using Scribblenauts as a Teaching Device

18 April 2013 by Rahil

A family friend of mine in India has been using my iPad to use Facebook for the past two days. He’s in high school. I think he’s got the gist of Facebook, which is better than his Google skills and his concept of the internet. In the past, I let him play a few games on it. Just now, I showed him Scribblenauts Remix. It was an interesting experience.

He doesn’t know English well and his spelling is very poor. I didn’t know this until he spelled boy “boiii” and ball “bol”. I had play with him: to teach him how to play, to translate the goal of each level, to talk about how to solve each level, to help spell out his solutions, and to help deal with the poor game interactions. Although I was guiding him through the game, there was a constant stream of new content: a new English word (axe, ladder), a new object (masquerade mask), a new concept (evolution, extinction events). In parallel, there was a constant stream of learning taking place. The game naturally brought up discussions about the new content, mistranslations, and puzzle solutions. Playing this game turned out to be a really fun teaching experience.

I think this game makes for an awesome teaching device. I totally recommend playing it with any child or foreign teenager, or anyone who wants to learn some English vocabulary! Super Scribblenauts and Scribblenauts Unlimited add adjectives to the game, making it an even better English learning device.

Leave a comment | Categories: Education, Game Development, Games

An analysis of a playtest on kids and thoughts about designing games for a large audience

26 February 2013 by Rahil

I let my family’s domestic worker family’s son in India and his friend play some iPad games: Fingle, Shot Shot Shoot, SpellTower, and Singing Fingers. It turned out to be a really interesting experiment.

Despite them being a little uncreative, they enjoyed all of the games. The only problem was I had to guide them a bit on learning how to play each game. I would say they enjoyed the games in the following order: Fingle, Shot Shot Shoot, Singing Fingers, SpellTower.

Fingle, by far, was a winner. They quickly learned (with guidance, and the constant enforcement of the using one hand rule) and said, “this would be fun to play with a girl”. Still, the two male kids enjoyed playing. They laughed at the sound of moaning after accomplishing a level. I feel the game worked because it doesn’t require much creativity from them. There is a clear goal, and they do it.

Shot Shot Shoot was fun. When I played against either one of them, I won 90% of the time because they just didn’t have the capacity for building a strategy. When they played each other, they were reckless. They cared about winning, but there was little to no learning going on.

Singing fingers was short lived. After I taught them the mechanics of Singing Fingers by demonstration “helooooo”, they mimicked me and said “hellooooo” and then nearly closed it. I then showed them that they could make sounds of different pitches and play them in a tune or simultaneously. Then they got excited. Still, that only extended the gameplay another two minutes for them.

SpellTower went pretty well too, but I think they just lacked English vocabulary. That and puzzle games just aren’t fun. Okay, this is a personal bias. I don’t play puzzle games. Some people love Tetris, Lumines, and Super Puzzle Fighter; My brain turns off while playing them. I’ll consider this game as disqualified.

What happened?
Without a goal, some people will stop playing and move on to something else. Maybe they lack attention, don’t care, or just aren’t curious enough. In order for a game to be popular, the idea has to click within the first minute, or else they’ll move on to something else.

This is a problem. Hugely popular social network games tackled this by adding hand-holding tutorials in the form of dialog boxes. Independent game designers emerged and said tutorial are stupid and that the player should learn by playing. I imagine the direct contrast to those old social network games is Shadow of the Colossus. That game nearly has no directions. It asks the player to figure out what to do, by, well, playing!

None of the games I playtested were learned by the players by themselves. I allowed time for each game, but none of them captured their attention long enough. They simply asked what they should do. Sometimes they touched anything that resembled “Okay” until they came to a screen had enough things moving to resemble a game screen (was this conditioned by social network games?). Once there, they touched a few times, gave up, and closed the game.

Sure, teaching people how to play defeats the purpose of play, but should a line be drawn between the curious, patient, and intelligent people from the rest or should game designers strive to teach everyone?

Even after I taught the kids the basis of each game they struggled to progress in each one. No strategy was created in Shot Shot Shoot and no creativity existed in Singing Fingers. Fingle however was played until they had to leave.

What does this mean?
I think this playtest kinda revived mechanical games for me. Fingle is amazing, simply for its mechanics. Once the basics are learned, the players know how to play the game entirely. New mechanics are not progressively added, so the players are not constantly learning, and so a constant tutorial is not needed. You put the solid white block in the dashed white outline (another sexual metaphor?). Progress is shown through levels rather than mechanics. Sure, there wasn’t major thinking or learning going on, but they had fun. Mechanically-heavy digital games, like the board games that precede it have a universal audience. That’s kinda powerful.

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Designing Educational Games: The Indie Way

30 April 2012 by Rahil


I attended the VINCI / Sid the Science Kid hackathon. It turned out to be a startup pitch event for developing an educational game using a VINCI tablet.

After I poorly pitched my game, I had a burning thought, the reason I had to write this post: I felt that the design behind technology in education is poor because of the designer’s approach and money.

I imagine when a typical educational game designer thinks of a game, they constrain the game to the limits of what they perceive a kid can do. Thus resulting in worthless passive games (think film with buttons).

I believe that if I was a kid and given any educational game from today, I would have played the game for 5 minutes and trashed it. I would have deemed that the game lacked value. Yep, even as a kid I had values.

Educational game designers could take few points from the current independent game scene. Indie game designers strive to let the player learn to play the game by playing the game, without a tutorial. Indie game designers also try to make a game as accessible as possible, so even a person who hasn’t been conditioned to a similar game can play.

I think one approach to this is to take a complex system and try to simplify the interface as much as possible, without losing the core functions. My game is essentially a simplified music composition application. What else can be simplified? How about other creative endeavors: writing a book, making a film, choreographing a dance, designing a house, designing a game. How about occupations: forensic scientist, nurse, documentarian, journalist, photographer.

The other problem is sadly money. If money already greatly influences the American education system, then it surely affects technology in education. The existence of a poorly marketed two-day $80,000 prize startup pitch event perfectly demonstrates the influence.

The end result: an indie game developer rants and another terrible educational game is funded.

The Pitches

I pitched two ideas, one with a team and one without.

The team pitch development started with many great ideas but became something monstrous and out of scope. Still, I don’t regret teaming up. I feel that having a team enforces the result product to be more accessible. My personal pitch is clearly a product of my personality, and likely only works for my kind.

My personal pitch was for a game in which the player draws to create music. The x-axis is time and y-axis is pitch. The game has pre-defined sounds it can recognize and indicates the player once found. For example, if the player draws a stick figure, the game recognizes and indicates the vertical line used for the body as a clap sound. The clap sound is now marked as discovered under a list of sounds. Perhaps there’s a sound below that for applause (with a play button beside it to play it). Now, since the player knows how to create a clapping sound, he may intuitively draw multiple vertical lines to create an applause sound. In the process, the player will learn how the game works and go on to try to mimic the other sounds listed.

The possible features are exactly those of any professional music making program. Colors (different instruments), sound recording, save composition function, etc. I imagine the core sounds would progress: make a crescendo, a decrescendo, a siren sound (wave), jingle bells (without pitch), jingle bells (with pitch).

I doubt my game will be chosen. It requires too much development time; It’s not feasible. The judges likely feel it’s too complex for a 5 year old. Yet, of all of the pitches, the only game I’d actually want to develop is my own.

The team I was on won, but the misrepresentation of the prizes and the misorganization of the development process steered me away.

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31 March 2012 by Rahil

Play the game.

This is my entry Experimental Gameplay March 2012. The theme is economy. It is the result of developing a game without thinking about the core game mechanic first. It is a complete failure.

Player 1/Player 2 – description

A/’ – Red
S/; – Green
D/L – Blue
F/K – hold and press RGB to direct military to retreat, halt, and attack
G/J – hold and press RGB to tell workers to get a specific resource (by default it auto-gathers)

Finger mapping:
Player 1, use right hand
Player 2, use left hand

Player 2′s controls mirrors Player 1

A/’ – index finger
S/; – middle finger
D/L – ring finger
F/K – little finger
G/J – little finger

How to play:
It’s just a simple real-time strategy game, except you play with a keyboard. Blue units gather resources, green do nothing as of now [supposed to research/upgrade], red can attack.

Other Notes:
As of now battles are sad due to lack of solid objects and pathfinding. Also, there is no win condition.

Post thoughts:

What was envisioned:
1000s of units, flocking, simple yet competitive gameplay (think Hokra), precise controls (think QWOP), color-collar workers (and a statement against classism), resource renewal (and a statement against resource consumption), map based off of image, able to upload map (MS paint is now a map editor!), large resolution to zoom in and out.

Why it didn’t work:
Decreasing the amount of player input increases the amount of AI programming. Competitive games require more balancing and tuning than non-competitive games. Multiplayer on the the same screen isn’t as fun because it lacks fog of war.

Also, I felt like crap while making this. It was forced. It just didn’t feel right.

I feel like a game could be created with these initial ideas, but I can’t bare to look at it again.

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What makes a game meaningful and how innovative mechanics aren’t enough

25 March 2012 by Rahil

During the production of my first few game prototypes [September-November 2011], I was inspired to create games with new game mechanics. But now as I am creating this month’s EGP game, novel game mechanics are not enough for me. It’s not enough to motivate me to continue creating.

I am now gearing towards Jenova Chen’s philosophy. Making a game that causes the player to feel a certain way.

Thinking about film for a second, as films have greatly influenced me, I cannot think of an experimental film that greatly affected me. The films that the were meaningful to me, that influenced me, were ones that made me feel differently. [Eternal Sunshine of the Spotless Mind did come to mind]

I can’t name many games that directly express a feeling. Most current great games have a novel game mechanic and fit the secondary art (story, graphics, music) around it [in good taste] to express the feeling: Ico (care), Shadow of the Collosus (epicness), Braid (enigmatic). Few games have a more direct approach: Dys4ia (frustration) [IMO, amazing], …But That Was [Yesterday] (sadness) and Between (lots!). Okay it seems now I’m just naming some of my favorite games. But perhaps that’s the reason they are my favorite. They were meaningful because they made me feel a certain way. They moved me.

Isn’t that the core of art, an expression of feeling?

What place do purely mechanical games such as (glancing at IGF) Spelunky, Antichamber, Beat Sneak Bandit, The Floor is Jelly, even the mechanically genius Storyteller have? In order for it to be meaningful to me, will these games have be fully developed, realized, harness an emotion for it to have a pronounced affect on me? [Botanicula did make me smile]

I think so. I don’t even care about most of those game as of now.

If Braid did not have the story, graphics, level design, and music that it did, would it have been great? I don’t think so. It would have just been another puzzle game with cool new mechanics. A forgotten IGF winner for best design. A squander.

The importance of “finishing your game” is reiterated. And by finish, it is implied to develop the game until every aspect is fully thought out, until you’ve spent years of your life creating something, something that somehow your life now depends on, in hope that it will be equally appreciated by others as it is to you.

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List of Game Ideas

15 March 2012 by Rahil

Somewhat experimental
Games based off of an input device:
- Controlling an amoeba, heavy use of physics? Imagine flinging part of the amoeba outward to try to move it. Would have to play with it.

- The game of horse. One player creates the gesture, the second player must match it.

- When a player touches, a line connects each touch, allowing the player to create shapes. A simple game would be to let a variety of shaped objects fly by, and the goal would be for the player to try to accurately encapsulate the shape. Imagine a shape that has 10 vertices!

- A Mario Party / WarioWare like game. A bunch of mini games in which players compete or cooperate. Example game: drag the [single] coin to your corner. This may cause physical roughness. I haven’t played BUTTON, but it seems like I’m thinking of old ideas. =/

Games based off of feelings:
- A romantic game. I mean Wong Kar-Wai shit. Atmospheric. Poetic. Now with interactivity!
- A game that captures city loneliness. Hmm…

Games based off of a new game mechanic:
- A game in which you can move portions of an entire level, a room. When rooms are connected, the objects inside them can traverse through each room. Eh, difficult to explain in writing…

- 3D folding. See Fault Line by Nitrome for 2D version. Further thinking and exploration required.

- A two player game in which the players’ screens contradict each other (think Between by Jason Rohrer). The game could start out with the players’ screens matching (to condition the players what’s normal), then introduce differences. For example, the one player could be helping the other by feeding him cake, but on the other player’s screen it is shown as poison, and is only noticed through interaction.

- A game in which players play one at a time in order to create a story. Can even use an existing story making game. Hmmmm, I remember playing this on paper before…

- A slightly different idea. A game in which players play one at a time in order. The current player can see all of the past players actions. Each player goes through an avatar creation screen to create an avatar. The current player’s avatar interacts with a main character at some point in time, a memory. The choices the players make influence the main characters path. Will the players cause the main character to defeat the enemy, wonder aimlessly, or cause suicide? Players should be able to see past play-throughs of the game.

- A 2D game with multiple layers. The player must traverse the layers, complete actions within them, which combined, solves the puzzle.

- A game which uses microphone input to move a character around, which also emits sound waves. Think Metal Gear Solid. The player quietly says “up”, and the character moves up whilst emitting a small sound wave. A guard gets closer, the player panics and says “up” with a louder volume, the character moves up and emits an even larger sound wave. The sound wave mechanics can be explored. There could be items within the game that affect the sound waves in different ways: block it entirely, reduce the size, increase the size, rebound, invert. Could even make the game 3D. Devil Tuning Fork? So Pretty. Based off of an old prototype. Note to self: MAKE THIS HAPPEN. 2D, likely.

Games that would be fun to make and play (party games?):
- A multiplayer game that requires the teamwork of 4 players. Each player has a certain occupation or skill.
- A one versus all multiplayer game. Any genre. For example, if it were a platformer, have 3 lakitus and one player

Games that are minutely different so that I can finish a game without killing myself:
- An auto-runner game, but in which you have to manipulate the obstacles

Games that could do well with a minimalist approach:
- The Settlers like game. Or make on that works.
- A real-time strategy game. A simplified Company of Heroes. Arena matches. 3 vs 3 units, 5 vs 5 units.

Games that express a statement:
- Occupy Wall Street – A game that simulate OWS. Top down, think Risk (board game), for each area of New York. The player can allocate protesters to each area. There would have been statistics for number of protesters, peacefulness, arrests, deaths, impact on the economy, etc. The main point was to show the player that peaceful protests do not work, only violence brings the attention of the public to make any useful change. Yeah, lame.

- Corporate Workplace – Eh, I had an idea, but this is overdone.

- Impact of Human Resource Consumption – Might make this for EGP 3/12. Mechanics should be similar to a Settlers game, or a god game, so it’ll be interesting enough to program.

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