Blog - Unusual Constraint - Design a Game with a Specific Time Limit
Friday, November 14, 2008For the final project for my programming class, we are to make a game.
The twist, as always, is found in the constraints.
Constraints are interesting things. They force you to think on your feet, very creatively, as you have to work to not only think up a game that meets the constraints but preferably one that is enhanced by them. In other words, to design a game that doesn't just fit the constraints, but fits them like a glove. Constraints can lead to some extremely creative ideas and original games.
The following constraints are placed on me for my programming final:
-The game must be played only with the mouse.
-As we've not covered any code for networked play, our game is limited to being a 1 player game.
-It's a student project, so, not surprisingly there's no budget.
-The deadline, of course. There's always a deadline. We have 1 week.
Finally, there's the really interesting one:
-The game play has to last exactly 15 seconds.
I'm interested by this surprising challenge. I tend to think of play time only much more generally, as in "this phase of the game is taking the players too long to complete", etc. This constraint is another matter entirely. What mechanics and dynamics benefit from such a brief and specific time limit? Which ones support it?
What narratives would make sense to explain why there's a time limit in the first place? Does the short time limit lend itself more to a casual game or something more hardcore?
It's been fun to think about while I had to come up with my game concept pitches.
Labels: constraints, design, game design, time
posted by Brian Shurtleff @ 12:50 PM 0 Comments Links to this postBlog - On Constraints:
Sunday, April 13, 2008Another thought that popped into my head during a lecture at GDX is on the subject of constraints.
Although, in retrospect, I think Brenda might have mentioned this observation I'm about to make in class before, and at the very least it is suggested in her article: "The Game Design Game".
The observation is this: game designers create mechanics, which are rules. These rules constrain the player, but it is those constraints which inspire creative, spontaneous play. They play within the rules and in reaction to them, exploring.
But the same is true of game development: all games have some kind of constraints on them during development: deadlines, budget, platform, etc.
As a game development student you are given even further constraints in order to experiment, and you begin to learn that the more constraints on you, the easier it becomes to design.
The constraints demand creativity and inspire.
If you look at some of the design challenges designers give themselves in order to stay sharp or experiment or learn, they often give themselves bizarre and arbitrary constraints, like randomly generating the subject matter for a game and giving themselves only 30 minutes to punch out a design. In Brenda's Game Criticism class we were given tons of these little design challenges, with all kinds of constraints:
-Make a game using 100 cards.
-Make a game with a random selection of items from a box of junk.
(Our group got a stopwatch, a toy train, a doll and a pen, and had 10 minutes to invent a game with them...)
-Make a game based on a randomly selected topic.
(Our group got Canada! We made a game about the lumber industry there...)
-Make a game that makes a player feel a specific emotion.
(How Rats came to be...)
etc.
It's telling that my weakest game project from that class (besides maybe Lumber Wars, our Canada game, only because it never actually got finished...)
was our final game project which had no constraints on it other than the deadline (and well, student projects inherently have a pretty restrictive budget as well.)
We were invited to create our own restraints.
And because I'm in my kick of analyzing improvisational games for theater in my game design studies, I can note a recent observation a member of my improv club made. He said our group was the strongest at the games that challenged us the most.
It was at those moments where we were most spontaneous and therefore the most funny.
Again, the constraints inspired creative, spontaneous play.
Some improv games have some real doozies when it comes to constraints:
-in "Two Line Vocabulary" some of the actors can only speak using a choice of one of two lines, forced to make those lines make sense in any given context.
-in "Number of Words" the actors are each assigned a number, and all of their lines must contain only that number of words. Again, you have to try to follow that while still making sense in context.
And perhaps the most insidious:
-"Three Rules", where the audience comes up with three rules the actors have to follow at all times during the scene. The audience is malicious, however, and occasionally comes up with some pretty diabolical rules...
not being able to use certain letters or the word "the" is pretty popular and particularly evil, for example.
Labels: constraints, design, improv
posted by Brian Shurtleff @ 12:06 PM 0 Comments Links to this post