FORERUNNERS
Identify at least one existing game that serves as a model, or inspiration, for the game you are developing for this class. In a few sentences, discuss why this game is important to you, and what bearing it has on your current project.
If you are in a group, try to make your contribution different from those of other group members. If you all pick the same game, try to say something particular about the game that your teammates may have overlooked.
DUE: MONDAY, MARCH 30 AT CLASS.
Monday, March 23, 2009
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One existing game that serves as a model for our game which is different from my other group members is called Ben 10 for Wii and Playstation 2. Ben has to protect the earth from Omnitrix robots who use stolen DNA to cause destruction with a Null Void. Ben can shoot special powers with his watch and absorb energy in the process. Ben must protect and save 25 levels(places)from collapsing. Ben 10 is similar to Slump Expunger which the game we are developing for the class because we created the character G.Fawkes in order to have him save the economy from a recession. Ben 10 has to save the earth from destruction with the Null Void. Both of the games involve the role of shooting something at particular targets in the environment. Now, this game is a little bit different because Ben shoots aliens up with a watch and G.Fawkes shoots money at the borrowers.
ReplyDeleteBen 10 is important to me because if anything, it inspires me to create a game about saving the economy's butt from bad borrowers and people who want to spent money on bonuses from large contracts. This shooting and fighting game gives me an opportunity to go beyond my limits and develop the idea of helping schools and banks out in the U.S. that need to be saved from recession. Bad guys(borrowers) always invest money in the wrong areas. Generally the bearing is that I came up with a political game to pitch to my teammates to get the ball rolling with the project.
The style of platforming in Barbie for the Nes inspired me to do similar gameplay for Slump Expunger. I was very young, but have a foggy memory that has been with me of jumping around lipsticks and powder compacts. Topically, the Barbie game has nothing to do with SE. The feel of dealing what is on screen (who knows when the level would scroll to an end) would hopefully be present in our game.
ReplyDeleteI wouldn't call it a game exactly, but when I was a kid I used play on Neopets.com. I don't remember much about it, but I do remember that there was a stock market where you could invest the fake currency you got. I believe it would go up and down based on what other people did in the game (if a lot of people used X then their stock would go up) That's what came to mind when I joined the team working on The Market.
ReplyDeleteWell since our project is a top down game I would say the old ps1 grand theft auto games. Driving around in the streets with the top down view is similar to the game we wanted to make, only this time you would get into trouble driving recklessly unlike the latter.
ReplyDeleteThere wasn’t so much an actual electronic game per se that inspired me to go this route. I have always built computers for myself and for others. One perspective I’ve always explained are the benefits to building a system using comparable parts to any retail system. One benefit and even more so in this economic climate is saving money.
ReplyDeleteA few semesters ago I was a part of a team that created a card game about the core components to building a pc with emphasis on quality and value of parts. We discussed lightly and it was suggested we should create an electronic version. The scope of this project is considerably less than what I would like it to be in electronic form; but is a good step in the right direction.
I would say that my game isn't exactly based on any one game, but I do have games that I would somewhat model the look and style of for Financial Fun. Such as in the first post, I mentioned Carmen Sandiego. I would envision a final version of Financial Fun to work like Carmen Sandiego in the sense that it will function as an interface game. There isn't actually any game space or place to move about. You drive Financial Fun from the decisions that you make through the interfaces, such as your income data and assets that you have purchased.
ReplyDeleteThe idea is to choose a character from the avaliable options and basically act as their financial advisor and accountant. To do this you would have built in interfaces and systems linked to these to make your financial decisions.
I would imagine it would be somewhat similar to The Sims in that your Sim has a job and has to build their home and assets up, but Financial Fun will focus on this aspect much more deeply and try to be educational about these finances as well, so it can potentially help and teach the player more about managing personal finances.
A game that influences my understanding of our final is Civ 4. The game has a relatively in depth series of checks and balances. At any given time you can reference a number of different gauges to determine how well you are leading your civilization. The beauty to the Civilization system is that there isn't a clear way lead in the game. There is never a clear good or bad move, there is a give and take relationship between every decision that the player makes. It is this kind of ambiguity and flexibility that I hope our game will be able to achieve. Graphically we don't want to go in the same direction, but in terms of the game play as it pertains to decision making, Civ 4 is a good role model.
ReplyDeleteI wasn't influenced by one particular game just the style of top down racing games. I would say the most mainstream game would be the first GTA game for the PlayStation. But our game will more resemble simple flash games such as this one I found on NewGrounds. http://www.newgrounds.com/portal/view/371439
ReplyDeleteOur game will not have a linear path but it will be like GTA where you can roam anywhere in the city and find any way to get to the goal.
Although I've only started playing it recently (as in after we came up with a basic game concept), I really want to incorporate some mechanics from the card game "Chez Geek" into our card game. It has the sort of tone I'm looking for, which is similar to "Pimp: The Backhanding." It's also simple and flexible to play, but with enough structure to give the game a good foundation to work off of. It also has a randomized "job" system, giving each player their own abilities and goals, while still drawing from the same deck. As Rob and I get further into the difficulties of designing, limiting, and balancing our game, I think we can probably borrow a lot from "Chez Geek."
ReplyDeleteI'd like to believe our game, slump expunger will have similar qualities to Sim city. I vaguely remember playing the game when I was younger and enjoying the idea of building an empire, but at the same time feeling woefully disconnected to the people that inhabited the utopias I had created. Slump expunger will have somewhat similar game play,economic crisis surround you, and the methods you choose to fix the economy dictates what kind of problems occur and which problems are solved. However, instead of building the appropriate buildings, in slump expunger the main character is walking the streets of the city and investing in the people in the respective fields, not the establishments. This should get across the point that the solution to the economical crisis will not be found in brick and mortar, but in the choices of the people who work in those places.
ReplyDeleteDan of Parking Bonanza here.
ReplyDeleteGames like the original GTA and Driver 1 are my inspiration. Both are mission-oriented, time-trial type games, and I think they are great successful models to emulate. While I did enjoy the free-roaming environment of those games, what I really enjoyed was completing the mission objectives. I remember, especially in Driver, playing the same mission over and over again until I could finally shave enough time off my route through the city to actually complete my objectives. It was hard, even grueling, some might say, but the satisfaction of finally beating a mission after hours of concentration and work was an unbelievable feeling... and it was addictive.
I hope that, in a fashion, our game will have similar gameplay through its use of cards. I know the "missions" won't carry quite as much weight due to the lack of a compelling story as the player even won't take on the role of an undercover cop or even a criminal. Then again, we've all had parking issues, so we can likely identify with a student character...
GTA of course. In Text Driving the player will have to deal with a pedestrian environment as well as vehicle traffic. Hopefully, the player will not be mowing them down as much as I did in GTA. The police will also be a large part of this game. Sometimes they will be visable, other times you might not see them. In my opinion the living environment was a nice aspect in the GTA series and I hope to implement that in Text Driving.
ReplyDeleteThere is a game on the internet called the "McDonald's video game" that I feel is my inspiration. the game play is similar to ours in the way that each decision comes with various positive and negative consequences; there isn't necessarily a clear cut way to progress. While I don't think we are going in the same direction artwork wise, I do think I will use this style for the background artwork.
ReplyDeleteThe first game I ever really enjoyed for the simulation aspect was Rollercoaster Tycoon. In order to achieve certain objectives and create really great parks, you have to balance and manage your finances down the dollar. Managing assests, working within a dynamic environment and being able to make impactful decisions were aspects of the game I really enjoyed and hope to help implement into our game The Market.
ReplyDeleteAs Dan and Chris already said, the original GTA games are probably the closest thing to what we are making (UB Parking Bonanza). However, it is difficult to compare or use them as big influences, because our game does not have a scrolling map and the game objectives are very simple. Plus, UB Parking Bonanza will probably not feature pedestrians that can be run down in the frantic attempt to make it to class on time. Other drivers or any other type of AI will most likely be absent from our game.
ReplyDeleteStill, UB Parking Bonanza is a top-down, city driving game, much like GTA 2 for Playstation.
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ReplyDeleteIn a rather peculiar way, I suppose what inspired me, at least as far as the art, was a flash game that came out over the course of this last election called "The Road to 270," a tower defense game based on this last Election. It featured a rather exaggerated rendition of the presidential candidates, the kind one would see in a newspaper comic strip. Because of that, I'm endeavoring to make some of the game art a bit more exaggerated and fun.
ReplyDeleteEdit: I posted it under the wrong account (the one that doesn't have my name), sorry.
For Parking Bonanza, I was most inspired by The Heist on addictinggames.com. The top-down view and the need for speeding is fundamental to our game. I was also inspired by GTA2, but everyone else had mentioned that game as inspiration so I will not go into detail about that. I was mostly inspired by the real life experience of trying to find parking at UB, running across many scenarios in real life, I thought creating these scenarios in a game would inform those who do not drive to UB, of how crazy parking is.
ReplyDeletei guess i can say that the game that has the most influence on my game would probably be the original GTA. In this game you have a total disregard for the rules and you don't really have to obey the traffic laws. Not to mention the top down view makes it better. I kinda want to make a mixture of this game with crazy taxi.
ReplyDeleteTo be honest I cannot think of a game that our game is inspired by. The reason for this is because no game developer has come up with a political game like ours from what I know of. However, our game is inspired by what's going on with the whole presidential elections and they're public relations.
ReplyDeleteThe game that is influencing me the most is The Sims. In The Sims you have to balance all the different levels by completing many tasks. If one gets low it can affect the other or just make it more difficult to play. It is a constant struggle in order to make the social, happiness, etc.. levels stay up and not drop due to neglect. Our game Slump Expunger has a similar set of levels that the player has to balance by shooting down specific enemies.
ReplyDelete