August 2008
- [Design] Design challenge: Bed-time game Soyweiser
								On Fri, Jul 18, 2008 at 7:14 PM, Acius <adamhelps@gmail.com> wrote:
 
 >
 >
 > I assume that the answer is mostly to keep the on-screen information
 > minimal--lightweight heads-up display, and don't overcomplicate things.
 > Don't require the player to type a novel. Single-key commands are
 > preferred.
 > Yup, you tend to end up with spatial games, like moving pieces around on a
 > board, rather than games that use text or arrays of commands.
 > For bed-time? Silence is golden. That, or the sounds need to be very
 > relaxing. Lots of ocean waves, waterfall noises, rain drops...
 > Make sure you save game state often ^_^. Most of the screens on the small
 > devices can't do high-motion graphics anyway, so you're probably going to be
 > doing a 2-D game with a lot of still images or sprites.
 >
 > Since part of the purpose of a bed-time game is to get the player relaxed
 > and sleepy, it makes sense to target and reward mental tasks that make you
 > tired. In my case, that would be memorization, mental arithmetic, and some
 > kinds of puzzle solving. Problems involving quick movement, social
 > interaction, and the little 'rush' I get from reaching stated goals are
 > going to wake me up a bit. Since we're trying to be multiplayer, perhaps the
 > social interaction can be delayed? (more email than IM)
 >
 > One style of game that seems appropriate is the Ikariam/Travian style of
 > web-based empire building. The games run in real time, but moves often take
 > several hours to complete. A game that explicitly encourages logging in at
 > bed-time, checking yesterday's results, making several moves, and then
 > logging off seems appropriate for the design goals. An added benefit is
 > that, by limiting the amount you can do at once, there's a cap on how late
 > you can stay up playing it. I'm sure there are a lot of other directions you
 > can go with the idea, however.
 >
 
 
 Perhaps something like a coffeebreak roguelike. These are supposed to have
 low graphic requirements, little sound, fairly low complexity (for a
 roguelike, this can still be a bit to much). And they should not take up to
 much time.
 
 http://roguebasin.roguelikedevelopment.org/index.php?title=Coffeebreak_roguelike
 
 --
 Soyweiser
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