Monday, October 21, 2013

Five Unusual Game Elements and Mechanics

Games often follow the same tried and true mechanics that have been well tested and sell well. When games find their own unique mechanics or elements, it can make the game much more interesting.

QWOP
For instance, QWOP's game mechanic adds uniqueness to an otherwise simple game. You control a runner with four keys. The mechanic is surprisingly difficult to master and most people's first attempt, they run no more than a few meters. However as you play more you discover you can move by doing things the human body should not be capable of. Eventually of course, your awkward movements end with a back flip that end\ your competitive running career.

Burn the rope
What makes this game unique is not necessarily the game play. In fact, the game play is rather short and very simple. You walk to the play area while being shown the simple directions. You then grab a torch and light the rope on fire that is holding up a chandelier which drops on the boss and the game is won. The credits roll and a song plays that explains that they did not want to make a long game and that is it. The catch here is that the credits are actually longer than the actual game could realistically ever take. This is hilariously obnoxious and is what makes the game special.

Don't shit your pants
This game is initially an interesting puzzle on how to properly use a toilet. You will struggle with the command line interface to discover which phrases allows you to manipulate your character. Once you successfully use the toilet you are greeted with an achievement screen. However, what keeps a player interested is how there are many achievements to be unlocked.

Everyday the same dream "art game"
This "art game" has a circular narrative of an office workers life. It seemingly goes on forever in a loop but can have slight variations. I at first thought the game had a rigid structure in which you can only move right. However, after the third time of following the path of going right I decided to take a left. I met a homeless man who proposed to take me to a quiet place. When you get to your cubicle you can continue walking to the stairs. You are then on top of the roof and have a choice to jump. If you choose to end your life, you still cannot escape and wake up where you started every day before.

Judith
Play as two people. One is a lady of a person in a castle. Also you play as a man, in the future who explores the abandoned castle. One of the timelines reveals the next step for the second timeline. Your choices to explore are initially broad but narrow to single choices that force you to view the narrative linearly.

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