
This week I played DOOM, a classic first person shooter created by id Software back in 1993. There are several core mechanics that are presented to the player, involving the need to kill enemies, collect ammunition, find armor, replenish health, and obtain keys. With these mechanics combined, a dynamic is created by allowing the player to manage their resources. These two components help the player understand the feel of the game, which is also influenced by the aesthetic narrative of the game. An example of this is when the player is given a gun when they first start the game. At face value, the player determines the objective of the game is to shoot at enemies to progress. They are then lead up a staircase to obtain armor while foraging for supplies. I believe the developers elevated this item to show the importance of the armor, as most players would believe something important is at the top of the staircase. These aesthetics heavily rely on human nature, so a game designer needs to understand these tropes in order for their games to work.
Pick one of these activities: snowball fight; staring in a school play; working at a theme park;> Now, brainstorm a game that could create this experience. List the parts of your experience are essential. List the aspects of your experience can be dropped from the game. Describe a game or list the key features of a game that would create this experience.
From my own experience, snowball fights are fun, competitive, and fast-paced physical games akin to dodgeball. Back in New Jersey, my cousins and I regularly grew closer whenever we played this game. And the alluring aesthetic of snowfall is what made snowball fights so popular. So, in order to create a game that encompasses these aesthetic, I need to first highlight the framework of snowball fights. In it’s simplest form, the mechanics are the physics (pressure and gravity) that allow the player to create a snowball and throw it at a target. I will use this aspect of the game in my own in order to create a similar aesthetic. However, instead of throwing the snowballs at another player, the player must throw their snowball at a wall while the other players try to protect it. This game’s difficulty changes depending on the number of players, but the main goal is still to hit the wall with a snowball before your friends can block it. I came to this idea when I started brainstorming about games with physics, in which I consistently got inspiration from baseball. However, I’m not entirely satisfied with this idea because I know I can improve on it.