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Experimental
Gameplay 2006
The 5th annual Experimental Gameplay Sessions
took place at the Game Developers Conference 2006.
Gamasutra
has a good write-up of the sessions. The following presentations were given:
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Guitar Hero is a rhythm game
played using a guitar peripheral. Whereas the design of
the main game is fairly traditional (press the buttons at the
right times in sync with the music), Harmonix also
experimented with a freestyle play mode.
They described the ways they
tried to make it easy for novices to play good-sounding music,
and explained why they cut this mode from the final product
(though it may come back in a future game). |
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Downbeat
Nick Fortugno, Peter Nicolai (Gamelab)
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Downbeat is a "casual" rhythm
game. Nick discussed the design rationale behind the
current version of Downbeat, and the many prototypes that led
to their current version; Peter demonstrated the
prototypes by playing them. |
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In the Dallas Game Jam, game
developers in the Dallas area occasionally get together to
make a game in a short period of time. Squirrel showed
the results of a few Jams and discussed tactics for Jam
organizers who want to make their event maximally effective.
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In the Mobile Game Mosh, a
group of students got together to build some games for mobile
devices. Katie showed some of the games and talked about
the participants and the logistics of the event.
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Flow is a game about piloting an organism through a strange
biosphere where you consume other organisms. Players
with differing skill levels can intuitively customize their
Flow experiences and enjoy the experience at their own pace.
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In Cloud, the player controls a child in his/her dream to
fly freely through the world, play and paint the sky with
different types of clouds, and eventually use weather and
nature to save the world. Cloud experiments with
creating a richer emotional experience for the player,
focusing on “relaxation, creativity, goodness, nature & zen.” |
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Braid is a platformer/puzzle game
about manipulating the flow of time. The player journeys
through a series of worlds; in each world, time behaves
differently. The game takes an unconventional stance about
what is fun to play, and what the player should spend his time
doing. The presentation
focused on how Braid has changed since its initial showing
last year, and on the ending to the game, which uses gameplay
to tell a story, rather than cut-scenes or text. |
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This game is like a music album, but instead of a
collection of songs, it's a collection of shooters. Each
shooter is different but retains a similar personality, much
like how songs of a music album are different but still part
of a whole. The shooters are tied together loosely with one
song/shooter ending and the next one starting with no extra
content such as a narrative or cut scene. |
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In Ocular Ink, the player
casts spells using a gestural interface. The game
analyzes the gestures to extract analog properties that are
used to control the strength and directionality of the spells.
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Jugglin', by Jim McGinley, is
unlike most juggling games in that it eliminates the need for
the player to aim and catch balls. Balls follow a number
of predefined trajectories and are automatically caught when
your hand is in the right area. Thus the game becomes
much more about rhythm, timing, and the execution of tricks.
A pattern-recognizer looks for new tricks and lets the player
name them. |
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Hunter RPG, by Daniel Benmergui, takes the traditional
elements of Role Playing Games and distills them down to pure
time-based decision making. In this RPG there is not
even a concept of space -- you are just presented with a set
of choices, and you can click and hold the mouse button on one
choice to spend time on it (which results in exploring a cave,
killing a monster, etc). But while you're executing one
choice, the others will affect you (monsters attacking, traps
going off, etc). |
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