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Is it the
image of a female empowered Indiana jones? A swashbuckling character
that can run on walls? Or a gun that allows you to pick up anything
in the game and launch it at anything else? What about a racing game
where the whole point is to crash your car as spectacularly as
possible? The signature doesn’t even need to be gameplay related.
Halo would have played the same if set in a traditional spherical
planet, but it would be hard to get as excited about it.
And
when it comes to a signature, Midway couldn't have asked for a more
timely one than the Low-budget hong kong martial arts film look
combined with ridiculous fatalities. Mortal Kombat featured an
aesthetic combination that players had strong cultural associations
with, was largely underused to this point, and really gave players
something to talk about. It was a perfect signature.
It's
important to remember that many other games have failed in their
attempt to follow nearly identical steps, such as the largely
forgotten Way of the Warrior, leading one to believe that an
important part of the formula is explicitly not following someone
else's formula. It’s not effective as your signature if it’s
following someone else’s. In the words of Titan Quest developer
Ben Schneider “Don’t copy superficials! Instead, reverse
engineer!”
A
signature also helps guide your team along their unique path. In
this way, the signature is basically the incarnation of the
overarching design goal of the game. Everything that will need to
flow forth to support that signature will be in support of the
overall target as well. Normally this direction can be managed
without a specifically designated signature, but in an established
genre, it’s essential.
When
Shiny decided to make a 3D shooter, they decided to eschew the
“bigger guns, bigger explosions” mantra that had driven most
titles since Doom. Instead, they decided to focus on making the most
elegant weapon possible: the first sniper rifle. This gave the
player the ability to zoom across a mile or more of simulated terrain
and place a bullet firmly wherever the player wanted.
Every aspect
of the game development, from world creation to weapons powerups to
technological performance, was directed by this signature change.
Not only was this gameplay device so memorable as to drive sales, it
has become a staple of all FPS games since. The possibilities of
this weapon were a gold mine waiting to be discovered and explored.
3. Leverage
players’ expectations of rules to create unique interactions
Generally,
games must be constructed in such a way that the players rules and
goals are clear and instantly recognizable, but the interaction of
those rules are unique. When creating in an established genre, this
allows you to rely upon the stereotypes created for that genre.
There is an interesting contradiction here. God of War seems
instantly familiar to anyone who has played Devil May Cry, Onimusha,
or any number of other 3d action adventure titles.
But this 2005
smash combined just about the right level of the traditional and the
fantastically original. When dropped into an ancient 3rd person
world with some god stomping your hometown and an insane character
holding insane swords of doom, the player immediately know what
they're supposed to do. But then they added an intense focus on
animation via real-time events.
This gave a working framework for
the player / character to do any fantastic thing the artists dreamed
up. So while they player knew what they could do (basic rules) and
what they had to do (basic goal), they never knew quite what was
going to happen (interaction between rules). Unique gameplay happens
in the space of getting a sense for how rules uniquely interact.
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