Recently I’ve been brainstorming and prototyping some game concepts to develop my own simple score based endless scrolling addictive flash game like “Canabalt” ,“Nanaca Crash” or “Dinner Dash”. Links below if you haven’t played them before, (pre-warming – they are addictive) ;
http://adamatomic.com/canabalt/edu/
http://www.albinoblacksheep.com/games/nanaca
http://www.shockwave.com/gamelanding/dinerdash.jsp
I have to admit I initially I found such brainstorming for such games to be very difficult and limiting to come up with a game with single mechanic/action which breaks my creativity mould as I intend to design non-linear progressive games with many principles/mechanics within a system (I like my games be an experien
ce rather instance action – reflexes my personality). Also I find such design approach scary having to create a game which is dependent on singular mechanic/interaction not because this mechanic has to be executed solidly with good player feedback but fitting it within a context which is visually engaging, logical and fun for continuous repeat of this same action. This is important element for such game to be playable and fun beyond few minutes of gameplay (without being boring and players hopefully enter the realm of flow) as they say that all games are 15 seconds of gameplay repeated in different scenarios whereas with this type of game it’s only 5 seconds .
This is where I actually realised how designing this style of game is liberating as an designer as you don’t have to think about the story, menus, unlockables, etc, just purely focus on singular gameplay elements without upsetting the balance of overall system (Don’t get me wrong, these elements can be just as important as gameplay itself for the overall experience which I why I enjoy developing these areas too). Also it’s the simple fact that most games are singular interactions anyway with more bits and parts in the works hiding it’s linearity, whereas such game as this its all on display naked, no hiding or tricks. Such odd honestly (from myself, the game creator) makes you think about the subtleties of this singular mechanic and the relationship with other objects to create the varied outcomes and ways to create hidden depth without it feeling contrived creating the player motion of “I could do better next time because I’ve aware of this now” when he/she dies.
In a nutshell, you are primarily designing unpredictable patterns for player engagement, the art of flow – unpredictability within foreseeable outcomes. Anyone reading this who is a designer or wants to be, I would highly recommend attempting to design such a game as it makes think about the core aspects that matter forming the game as there is fewer parts to consider, making each part matters that much more towards the gameplay. I initially started development as I wanted a project with simple production pipeline with minimal asserts worry about as I’m developing this game by myself but I realised it’s ability to design simplicity within one screen framework as well as designing multi layered and complex game – you often forgot the attraction of simplicity. As I designer I can fully appreciate the art of both types as I think all designers should do this, I think everyone’s games would benefit .
Jonesy







