Note: Going into this, my goal is to start and complete a stand alone game, probably in Flash, that has tight gameplay and is fun to play. I see Studio 1 as an opportunity to play with some mechanics that have been rolling around in my head for a while now - I'm not trying to change the world here, just trying to have some fun.
Pitch #1 and #2 are variations on a single theme. They shared some common core characteristics:
- Flash Game - because I know it.
- Raise and train ‘creatures’ - because there's a lot of room to explore here.
- Fight other ‘creatures’ - because I already worked on a virtual pet game, and am not out to make another.
- Full PVE storyline - because narrative is fun, and will make my game stronger.
- [Scope?] PVP/Social functionality - because what's a creature game without PVP? Nothing.
- (perhaps limited to AI version of real opponents)
Pitch #1: Creature-Centric game
Here, your creatures would be in the spotlight. Creatures will grow over time as you train them, and the extent to which a creature can evolve is very deep. You will manage your individual creatures both inside and outside of combat. Probably, you will only be deeply involved in caring for a few creatures at a time.
Inspirations
Inspirations
- Pokémon - bit of a no brainer, this game has shocking depth of gameplay that is never realized outside of the hardcore PVP circles, all because it's a game for kids.
- Dragon Quest Monsters:Joker - this game incorporates creature-fighting with breeding, one of my favorite mechanics ever. However, I strongly disagree with the way this game implements that mechanic, along with a lot of other things.
- Chrono Trigger - so Chrono and Marle and co. aren't creatures, but they could be and the game would still play the same. Combo skills are a really interesting mechanic, and when it comes to story, CT can't be beat.
Pros
- Lots of room to play and explore - for whatever reason, very few clones of these games really exist.
- Easier to form an emotional investment to the creatures in game.
Cons
- Programming the back end
- Harder to abstract, may require more strenuous graphics work.
- Might seem trite or tired, especially since Pokemon is such a widely known game, and the virtual pet genre is overflowing.
Pitch #2: Collectible Card Game
Here, we zoom out a bit and now your creatures are your cards. CCGs are really fascinating to me for a lot of reasons, but they're also really difficult to make.
Inspirations
Here, we zoom out a bit and now your creatures are your cards. CCGs are really fascinating to me for a lot of reasons, but they're also really difficult to make.
Inspirations
- Elements - somewhat of a M:TG "lite", this game took some core concepts from Magic and threw away the rest, leaving behind a superquick easy to pick up card game that manages to be fun AND simple. Regardless of what I do, this game will be on the forefront of my mind.
- Play it at http://elementsthegame.com
- Alteil - an online CCG that goes for strategy instead of speed. This game is deep, complex, and complicated, and has one of the ugliest learning curves I've ever experienced, not helped by an awful tutorial. Offers a lot more strategy than Elements, while showcasing just what CAN be done on a purely online CCG that isn't encumbered by the real world.
- Play it at http://alteil.com
- Tetra Master - the card game from Final Fantasy IX - what I liked most was the way you got the cards - from defeating the monsters themselves! Pretty neat way to track progress in the real game while offering advantages in this side game. Also offered super simple super streamlined mechanics - a real gem.
- Echo Bazaar - the king of spreadsheet games, this features some of the best game writing ever, as well as having a fully visualized immersive world with ALMOST NO GRAPHICS. It can be done!
- Play it at http://echobazaar.failbettergames.com
Pros
- Adds a lot of potential for strategy - deck building, hand building, etc. CCGs are deep and complex.
- Easier to abstract, meaning easier on the art.
Cons
- Programming the back end.
- Need a lot more content.
- All that extra strategy means a lot more complexity while developing - I don't know if I have the time to dedicate to make a fully realized, balanced CCG.
Pitch #3 - 'Critter Wars' WoW Mod
Everyone who's played WoW knows about critters - the tiny non-combat creatures that follow you around and make you smile. People collect them, there's a total of roughly 150 in game right now. That sounds familiar. What if we can take these creatures and make them fight? Level them up? Play a game-within-a-game.
Inspirations
- Peggle - PopCap released Peggle for WoW and it was a huge hit, proving that players DO have a lot of downtime in this game and want something to do with it.
- Pokemon - let's face it, this is essentially Pokemon for WoW.
Pros
- Already an established userbase with an established desire for something to do during those 15 minute long flights across the entire continent.
- Pre-existing creatures means I don't have to make anything up - also means that people already care about them.
- Game within a game, especially this KIND of game, makes for an interesting design challenge.
Cons
- Programming! My lua is awful, my XML is worse. I've written a WoW mod before and it took way longer than it should have.
- I just dont know if I have the programming skill to pull this one off (yet).
Conclusion
Combine #1 and #2 - use card game elements, but keep it creature-centric. You don't have time to make a CCG, so don't. Leave Pitch #3 for Studio 2, learn how to do this stuff over the break.