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Showing posts with label álmok. Show all posts
Showing posts with label álmok. Show all posts

Narrative and games

Some posts in the past, I’ve talked about the games I’ve created. I explained some approaches and creativity process to the games YN, Álmok, Dominaedro and others. All these games have something in common: they are abstract games, more focused on mechanics and less in narrative.

But, at this moment, I’m developing with some friends a new mobile game named: MIND ALONE. I’ll talk more about this game later, but it’s basically an interactive narrative for mobile platforms. So, what is it we actually mean by interactive narrative? Ince (2006, p.48) defines very well the term, saying, “In a broad sense it is simply that the experience of the unfolding story responds to the actions of the participant. In terms of games, those actions are the gameplay choices the player makes. At any one time, the way the narrative responds could be character-related, plot-related, story-related, or a combination of these”. I’m studying a lot of books to give the right tune to this ludic interface.



The game I’m creating is more based on plot/story-related. I intend to put some dark atmosphere with an intense narrative in it, and the gameplay will be created using some clever puzzles in the background. The idea here is to follow the concept that “story, dialogue, character profiles, etc., should all be created in a way that add to the design of the gameplay” (INCE, 2006, p.36).

So, wait for news about my new game. It’s a new creative experience for me and I hope for it to be a good journey for the players. The previous image is part of the game’s opening. Curious? Keep track here for more information.

Make games not war! =)

Go gamers!



Reference:

INCE, Steve. Writing for video games. London: A & C Black Publishers Limited, 2006.

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Recreating game mechanics

One important thing about game design is the ability to learn from games. The act of creating a repertory full of different references and mechanics is fundamental for the work of a game designer.

With great knowledge of these points it is possible to recreate game mechanics. To demonstrate this, I will use as an example in this post a game that I created: ÁLMOK.



ÁLMOK is a card game for 2 to 4 players that uses an oneiric world as a scenario. Players need to find combinations of dreams to escape from a nightmare dimension.

The game mechanics were based in the classic memory game, with some modifications. In the original memory game, the idea is to find a pair of equal images, but in ÁLMOK, the players need to find three of a kind. After a player finds a “combo” of three cards, he or she earns a special coloured gem. Each gem has a special power (like discard cards from the table, see hidden cards, etc.) that could be used in the turn of a player.

So, in essence, it’s a memory game, but we have some “turbo” modifications.

The game is played with a 64 deck of cards in a 8x8 grid that offers a major challenge for the player’s mind.

Ceilikan Games launched the game in Brazil in February 2013. The art made by me and ÁLMOK means “dreams” in Hungarian language.

At this moment, I’m working on a translation into English for the rules and a print and play version to make available for download to non-Portuguese speakers. Wait for news!
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