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Design Challenge #5 Novint Falcon

Behold the Novint Falcon! You can find out all about this nifty peripheral in the video. And you can read about it at the Level Up blog here . The device is quite expensive, and in order for a gameplay prioritizing gamer such as myself to deem the product worthy of purchase, games that implement the unique features of the Novint Falcon must be created. I don't think a more visceral force feedback experience slapped on to an FPS is enough. And let's face it, the PC market is saturated with FPSs, RTSs, and RPGs of various types. Without reworking these genres from the ground up to use the Novint Falcon, these genres are likely to poorly implement the technology much like the motion controls in the Sixaxis controller for the PS3. I can't help but think that all the software that utilizes this controller will use it as as nothing more than a glorified rumble pack. Perhaps it's time for the PC market to revisit some of their less popular genres, like puzzle games. Where'...

Design Challenge #4

Take your favorite RPG (or any RPG) and describe an element from that game (battle system, menus, story, scenario, etc.). Tell what it is, why you like it, and try to comment on how that idea can be combined with music and incorporated into GuitaRPG. Ex. Fire 1, 2, & 3 Final Fantasy Series Magical Spells. Collecting a wide variety of spells many of which increase in power. Each spell in GuitaRPG could be a small musical riff/phrase that can be used by executing a specific button combination. The resulting sound of music will correspond to the "spell" in one way or another. Perhaps Fire 1, 2, & 3 would be a rock guitar riff that increases in difficulty as your fingers burn their way across the "frets." Feel free to post as many ideas as you want with as detail of RPG stories as you want from your past. Kangaeru ne (Think about it)

Design Challenge #1 Charlie Wilson's Advance Wars

Charlie Wilson's Advance Wars (referred to as CWAW from here forward) is the name of a game that is built into a sort of matchmaking service using the online muliplayer functionality of Advance Wars: Days of Ruin. This game merges elements from the turnbased strategy, ARG (alternate reality game), and communication genres of videogames. Inspired by the major motion picture Charlie Wilson's War, CWAW creates an environment where politics, money, and power is free to circulate between the involved players, and a world where one player can covertly turn the tables of a war. In order for such an elaborate set up to function, the necessary elements of war and politics must be set. These include choosing sides, picking one's battles, and obtaining and distributing wealth of any kind. Choosing Sides: CWAW can function optimally with 10 participants. Though the engine can support more than two warring factions, for the purposes of this write up I'll keep things simple by onl...

Design Challenge #3

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In the future Design Challenge posts, I'll elaborate on the ideas that I discuss in the podcasts. The posts are numbered by the podcasts where the challenge was introduced. If you have an idea, comment, or concern about a particular design challenge, these posts are the place to express yourself. You can post links to pictures or write out your ideas as you see fit. You can think these challenges as far as you want through the design phases. I'll be sure to read and comment on everything in one way or another. Here's the design challenge from Critical Casts #3. Take a book or any kind of story where there isn't any action and try to design a game that reflects, simulates, or teaches the themes/lessons/ideas. In other words, try to adapt a non-action book to a game keeping in mind all the principles of solid game design. Examples.. The Bible Aesop's Fables Any non fiction text (a history book/event) I already have my idea percolating in the back of my mind. I'...