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Ideas and their progression

When coming to the deadline of phase 2, I began coming up with game ideas that I could take forward. From developing my research and understanding of my theme "Parkour", it became clear that it would eventually become the main mechanical aspect within my game. I am not sure yet as to what specific movements I would like to implement, however I am keen to explore the possibilities.

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I began writing up a list of game ideas that I had considered during my research, or ones that were introduced to me after discussing my theme with family and friends.

Game Ideas List

1. Maze Parkour

2. Massive map with Easter eggs and mini-games

3. Tarzan story-based game

4. Prison escape

5. Hall of meat

6. Stealth game (sneaking around enemies to end of level)

7. "Human fall flat-esque" linear level with small interactions and climbing

8. Music integration within game (rhythmn based)

9. Abstract art or music game (visual focus)

10. Story about fear

11. Play through as an animal

12. Extreme Tourism

13. Multiplayer Hide and Seek

The list of game ideas is in no particular order. However I will break down every idea and why it's good/bad .

Analyses of my Ideas

Maze Parkour Game :

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Initially, this idea gives me a lot of "wiggle room". Being broad creates a lot of space for me to work within. A maze could feature lots of different things. Some thoughts:

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  • What is the environment of the maze?

  • How will the player get around?

  • Will there be obstacles/objects? What kind?

  • How to progress?

  • What is the finish?

  • Why is that the finish? Why is that the environment?

There are some big questions to explore. To start off with, I will look into "mazes" into more detail. See "additional research" here. This will hopefully lead to a clearer understanding and possible new ideas that can be implemented.

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Massive Map with Easter Eggs :

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This idea also has a lot of possibilities. Some thoughts:

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  • What is the environment?

  • How will the player get around?

  • Will there be obstacles/objects? What kind?

  • What mini-games / activities?

This game idea is designed to be a more arcade-like game. The core gameplay will be exploring a lobby-like room with different mini-games. Taking inspiration from an old DS game (Tetris), which features many different fun game modes that are endless ( beating your high score).

Tarzan Story-Based Game:
 

This game would be a linear progression or a quick "showcase" of all the possible environments featured in the story of Tarzan. Some thoughts:

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  • What areas to include?

  • Have predators in the environment that chase the player?

  • How will the player get around?

  • What parts of the story to include?

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Being based off a story means that I just need to research Tarzan in more depth in order to understand the character, their choices and possible interactions that would be important - that I could implement within my game. Being a story-led/narrative game, the game will write itself. For me the challenge is selecting the most interesting and engaging aspects to feature in the game.

Prison Escape:
 

Inspired by completing the game - "A way out" I thought about a game where you would try to escape prison by using parkour. The aim is to avoid getting seen by guards, cameras and similar obstacles. Some thoughts:

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  • Prison layout?

  • Guards, Cameras, Objects to interact with?

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I do not require a strong narrative for this game. However, it would help and make the player more emotionally invested and therefore immersed in the game. The complexity would lie within the level design. A single map which would be designed in a way that you can only progress by going certain ways. I could introduce multiple pathways for the user to explore. That way, it will be interesting to see how different people approach challenges.

Hall of Meat:
 

Inspired by a game mode within skate 3 - where players try to break their bones in a short amount of time. The more bones and valuable bones are broken in the short amount of time adds to their score (e.g. skull gives lots of points - however will paralyse character)  Some thoughts:

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  • Where? Environment and level layout?

  • Rag doll physics - realistic?

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This game is quite a simple arcade-like game. It differs from the other game ideas I have as it does not follow the typical implementation of parkour as the others do (parkour being the core movement and focus - designed to get around different places). I think to keep it fresh, different areas and customization of some form should be accessible.

Stealth:
 

There are many stealth games that feature parkour or climbing as a side ability. For example, dishonoured or even Assassin's creed (which demonstrates parkour more prominently throughout the games). This one will focus on making use of parkour before anything else. Some thoughts:

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  • Where? Environment and level layout?

  • Rag doll physics - realistic?

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A stealth game isn't original in terms of mechanics or as a concept. The challenge will be making it interesting and differ from competition that has been published. Games like Dishonoured have achieved a very high understanding of stealth and level design - which is key in creating an environment that the user can make use of in order to get around certain obstacles. Arkane Studio is very good at making a level feel like an open space where the player is able to traverse into different sub-areas from multiple angles. If I want to do this, I should study their work in more detail. Additionally, a game like this, usually does much better with a narrative-so developing a story that makes sense for all the stealth interactions will create a better world and connection between the environment and player.

Human fall flat-esque:

Human fall flat features low poly simple models and rag doll character - who you can control both arms and jump. It might be interesting making a single world with small interactions that a progress linearly. Also, could be interesting to explore different control options. Some thoughts:

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  • Where? Environment and level layout?

  • Rag doll physics

  • Interactions

  • Control options - single arms , single legs?

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This game idea will be a low-poly and minimally textured game, which gives it a youthful feel. Automatically, the game will appear to be designed for younger audiences. This doesn't necessarily have to be the case. A game with minimalistic art is inclusive of a wider audience. Furthermore, keeping any interactions simple also achieves inclusive gameplay - which keeps the game consistent in all aspects. 

The level I create could have a small story associated with it - however, it is not a necessary requirement. I think the more consistent the interactions, environment and assets within it the more successful this simple game can be.

Music Integration:

Integrating music into a parkour game is not something I have seen before, and would be interesting to explore two personal interests of mine in order to combine them. Some thoughts:

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  • Where? Level layout?

  • How would music work with gameplay?

  • Interactions?

  • Control options?

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A game which features parkour and music is challenging to visualize. However, an idea that I can see me developing is taking inspiration from a childhood game of musical chairs - you only move when the music is playing. Interactions that the user has to do, is tap in time with the beat in order for their protagonist to progress and parkour.

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Not timing correctly results in the playable character, tripping over or slowing down - and they lose if the bottom of the screen catches up to the character. The only issue I have with this is that the parkour animations will not be the main gameplay, and the player has no real control over the parkour element. The main aspect becomes rhythm-timing based gameplay.  I think overall this idea could be taken into many different pathways, but currently I am unsure what to do with it and therefore uneasy about continuing prototyping it.

Abstract:

Having an abstract game-possibly just a virtual gallery with minimal interactions, could be an interesting way of incorporating parkour. Or a game where you paint with your movement. Some thoughts:

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  • Where? Level layout?

  • What would you see?

  • Why?

  • Interactions?

  • Control options?

  • 2D ? 3D? 2.5D ?

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Abstract games tend not to have strict guidelines, which is both a blessing and a curse. Too much freedom is intimidating, but also freeing. I think that visual elements must be the most interesting features of this game in order for it to be a successful experience.

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A possible continuation of this idea could be :

- A game where you paint a location by parkouring

- You use Parkour in order to view/access different points of interest

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I think the painting one would be interesting. Prototyping this can include - looking at how paint will be applied after a parkour interaction (will it be a trail, a splat or more square, or your player model - like a stamp?). I think 2D/3D is a difficult choice to make also... Overall, this game should be relaxing and not intense/difficult.

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Story about Fear:

An exploration game where the player constantly learns, develops and finds ways to deal with things that are common fears. Some thoughts:

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  • Where? Level layout?

  • What would you see?

  • How to help deal with fear?

  • Interactions?

  • Control options?

  • 2D ? 3D? 2.5D ?

  • Cutscenes?

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After conducting thorough research into parkour, fear was a big topic. In many articles, it was stated that Parkour assisted people in getting over certain fears. It is common to be afraid of heights or jumping over obstacles as you can identify some risk, however trying parkour has developed a sense of confidence in individuals to try things and overcome them - which can be applied to other common fears.

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I imagine this game having a narrative of someone growing up - and in the beginning as a child being afraid of "monsters under the bed", "spiders" or "the dark". The player will be introduced to different mechanics that allow them to overcome these fears. For example, lighting a torch that they can use to walk to a light switch that turns the lights on. For spiders-your character can climb, and the game tries to show it as a "cool" thing instead of something creepy and strange. Etc.

I think this game will have a lot of cutscenes, and making sure that the message is clear within each "sub-room" will be very challenging.

Animal:

An exploration game where the player is able to play as an animal - experiencing the world through different shoes. Some thoughts:

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  • Where? Level layout?

  • What would you see?

  • What animal/ what movement abilities?

  • Interactions?

  • Control options?

  • 2D ? 3D? 2.5D ?

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Another game idea that is very broad. I am cautious with this one as recently "Stray" came out, and I do not want to accidentally copy/mimic it. There are many questions when it comes to - will I only be able to play 1 animal or multiple. Where will the game be set? In a real life environment or something specific?

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I could attempt to make it realistic, or do the complete opposite and make the game satire.

Extreme Tourism:

An exploration game where the player is able to navigate through an extreme location using parkour. Some thoughts:

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  • Where? Level layout?

  • What would you see?

  • Interactions?

  • Control options?

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Parkour games are generally developed within "familiar" environments. Creating a game where the player will be less familiar or have less of an understanding of the location could be interesting. Additionally, as extreme tourism is gaining popularity, locations such as Chernobyl could be an interesting environment to parkour within for many people. People enjoy doing things that they are not allowed to/cannot - as it feeds their ego. Additionally, there is an element of curiosity that is being fulfilled.
 

Multiplayer Hide and Seek:

A fun, fast-paced, multiplayer game based off a childhood game - hide and seek. Some thoughts:

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  • Where? Level layout?

  • Hiding Options

  • Movement Options

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Personally, I am most excited about this idea. I can imagine it being a really fun game where there are 2 teams-seekers and hiders. The objective is simple. Hiders try not to get caught, and the seekers try to catch all the hiders within a time frame.
 

In terms of play style, I want the game to have both options for "hiding" and options for "running" away. This makes it have more interesting gameplay, as those who are more mechanically gifted can make use of different movement mechanics in order to "outplay" their opponents. The biggest challenge from a development standpoint will be making the game multiplayer and the levels having enough variety for players to experiment with their movement options.

Negatives and Positives

Here I want to quickly summarize the challenges and interesting USP aspects of each game.

1. Maze Parkour

2. Massive map with Easter eggs and mini-games

3. Tarzan story-based game

4. Prison escape

5. Hall of meat

6. Stealth game (sneaking around enemies to end of level)

7. "Human fall flat-esque" linear level with small interactions and climbing

8. Music integration within game (rhythmn based)

9. Abstract art or music game (visual focus)

10. Story about fear

11. Play through as an animal

12. Extreme Tourism

13. Multiplayer Hide and Seek

Maze Parkour :

  • Good

    • Simple game Concept

    • Can be put into various environments

    • Opportunities for different mechanics and interactions.

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  • Bad
    • Not enough depth?

    • Overused combinations (parkour and maze)

    • Little sense of where to take the idea and have a good reason for it

Massive Map Mini Games :

  • Good

    • Lots of possibilities

    • Can be put into various environments

    • Opportunities for different mechanics and interactions.

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  • Bad
    • Not enough depth?

    • Too complex development - lots of games

    • Little sense of where to take the idea and have a good reason for it

Tarzan :

  • Good

    • Strong baseline story to create environments and interactions from.

    • Can be put into various environments

    • Opportunities for different mechanics and interactions.

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  • Bad
    • Lots of asset creations with A.I. development

    • Tricky to condense into a game that I can develop within my scope.

Prison Escape :

  • Good

    • Strong baseline to create environments and interactions from.

    • Opportunities for different mechanics and interactions.

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  • Bad
    • Deeper meaning?

    • USP - difficult to sell vs "mirror's edge clone"

      • Puzzle Parkour Game?

Hall of Meat :

  • Good

    • Original gameplay

    • Opportunities for customizations

    • Opportunities for various physics

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  • Bad
    • Unclear what environment

    • How to keep user retention and re-playability?

      • Unclear progression

Stealth :

  • Good

    • Lots of good examples can be used for research

    • Opportunities for various physics & Interactions

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  • Bad
    • Unclear what environment/story

    • USP - difficult to sell vs "dishonoured clone"

Human Fall Flat-esque:

  • Good

    • Lots of good examples can be used for research

    • Opportunities for various physics & Interactions

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  • Bad
    • USP - difficult to sell vs "dishonoured clone"

      • Very unoriginal gameplay and design

Music :

  • Good

    • Opportunities for unique visuals

    • Unique gameplay : Parkour + music collaboration

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  • Bad
    • Unclear how to make gameplay fun and work interactively

    • USP - difficult to sell vs "dishonoured clone"

Abstract :

  • Good

    • Opportunities for unique visuals

    • Unique gameplay : Parkour + Art

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  • Bad
    • Unclear what environment/story

    • What mechanics to implement to keep it interesting

    • Where to take it?

Fear :

  • Good

    • Lots of level opportunities with different mechanics

    • Has good starting point for linear story

    • Interesting concept

    • Cutscenes & Story telling

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  • Bad
    • What mechanics to implement to keep it interesting

    • Too many different areas to develop with assets and cinematography within scope

Animal :

  • Good

    • Lots of level opportunities with different mechanics

    • Lots of options for environments and obstacles

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  • Bad
    • What mechanics to implement to keep it interesting

    • If doing multiple animals - too complex in scope

    • No clear direction for level design and progression

Extreme Tourism:

  • Good

    • Lots of level opportunities with different mechanics

    • Has good starting point for linear story

    • Interesting concept

    • Cutscenes & Story telling

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  • Bad
    • Might be too ambitious within scope.

    • Complex environments

    • Difficult to research

    • USP?

Multiplayer Hide and Seek:

  • Good

    • Fun concept that engages multiple players

    • Simple mechanics that everyone is familiar with

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  • Bad
    • Too complex to develop in current time frame

Summary

The biggest challenges for most of my game ideas are the complexity of each idea. I want to produce a game with enough depth and be able to showcase it as the main component of my portfolio. The game will need to highlight the area I want to specialize in and overall be eye-catching enough that I can use it as a selling tool for myself. I do not want to make a mediocre piece of work. So, some compromises must be made in order to keep expectations realistic. The trickiest part of making each of these games will be the coding aspect - as I am not very comfortable with C#. Having a game with lots of assets and features that require their separate code, sets me back in terms of designing - which is what I would much rather do. Therefore, simplicity will be key.

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From my list of ideas, I think the safest option to develop will be the "Prison Escape" game, and therefore I am inclined to take it to the next phase. As far as mechanics go, the game does not require a large amount, which allows me to focus on level design - how can I allow the player to make the best use of their palette of moves. In order to decide what other ideas to take forward, I have created a small questionnaire.

Questionnaire

I conducted a small survey with some ideas that I could take forward. I selected game ideas that I could see myself developing into interesting portfolio pieces. Games that I felt were too broad or ambitious from a development standpoint - I put aside as it would be a big, unnecessary risk to try and complete within the small-time frame that I have. To see the results, click here : Questionnaire

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