I’m one of those “long time watcher, first time writer” types when it comes to Corvus Elrod’s Blogs of the Round Table. It’s just been one of those things, I guess. I enjoy them every time they happen, and sometimes even have a cool idea or two about the topic of the month, but never get around to writing it all down. So, what better way to kick off my new blogging habit than to participate in this month’s discussion!
This month’s topic:
Isn’t That Spatial? Every video game has certain benefits and constraints in the way it represents space. Interaction fiction, arcade titles, 2D side-scrollers, isometric RPGs, and first person shooters all have advantages and disadvantages to how they deal with space–some technical in nature, some design-based. This month’s topic invites you to explore the ways games have represented the spatial nature of their storyworlds and what this does for the audience experience. Is it possible to ignore the constancy of spatial relationships in a graphical game? What would such a game look like? Are there ways of representing spatial relationships that we haven’t explored? Do you have ideas for games that could intentionally twist the player’s perception of space, or do you want to write about a game that already has?
I’m particularly excited about this month’s topic because it meshes very well with an assignment I’ll be doing later this year. It’s for a game design course I’m taking, and it goes a little something like this:
Redesign and recreate an Atari-age classic so that it plays in 3-space.
The difficult thing about this assignment is how easy it is to simply add a bunch of models, a camera, and some lighting and call it a game in 3-space. The question is, if it doesn’t incorporate a third dimension into the gameplay, is it really a 3D game? Personally, I think not. You could add pretty meshes and a 3rd person perspective to Asteroids, but if you can’t move up and down, it’s not a 3D game. That is to say, in order for it to be a 3D game, you need to be able to interact with the third dimension.
I’ve been working on some concepts, and the best so far has been a 3D version of my favorite Atari classic, Centipede. I envision a 3D Centipede as very similar to the original. You still run around the bottom of a large playing field shooting up at a centipede decending from the top of the field. The camera, instead of being a top-down shot of the whole field as in the original, is slightly behind the bottom and above the level of the playing field, looking down on the entire field at a 30ish degree angle. The player, instead of being represented by a garden gnome bent on destruction, is represented by a garden gnome in a tank bent on destruction. The tank can strafe and move forward and backward. It has two weapons, one of which is a gun that shoots parallel to the ground and only toward the top of the playing field (analogous to the gun in the original game). The second weapon is a lobbed, area of effect weapon, like a mortar. Both weapons can be used initially, but the lobbed weapon has a much longer cool-down than the straight shooting one. Since the player has access to the third dimension, and the centipede doesn’t, the player has a huge advantage with that weapon, hence the longer cool-down.
I’ve also got an idea for a multi-planar version of Tetris. Essentially, multi-planar Tetris plays similarly to original Tetris, when confined to a single plane. As you complete lines, however, you acrue points which can be used to push blocks into another plane. The hole you create by pushing the blocks fills with the pieces above. On the new plane (the one you’ve pushed the blocks to), the new blocks appear in the same positions, and then fall to the bottom. At any point before a piece drops, you can switch to another plane and drop the piece there. The game continues until you drop a piece such that it rests above the top line (like in the original), or you attempt to push a block into a space already occupied by another block.
I had originally thought of a true 3D version of Tetris, where you drop 3-dimensional blocks into a space, but I eventually concluded that rotating in 3-space would be awkward and annoying, not to mention the issues with obscuring blank spaces. I like the multi-planar concept better because it keeps Tetris’s simple control scheme and fits within the 3D paradigm (one way of looking at 3-space is an infinite number of stacked planes). It also adds a bit of strategy with the pushing mechanic.
Would you play these games? What other arcade classics could you bring into 3-space? How would you do it?
Posted in:
Games
by
Ted /
Tags: BoRT, concept, experimental, game design, school
View Comments