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Introduction
During
the Experimental Gameplay project at Carnegie Mellon's Entertainment
Technology Center, I designed a game on my own titled Cynosure,
which uses the concept of blinking as a game mechanic (to charge up the
player's weapons power) in a game in which the player must destroy
zombies advancing towards him in a graveyard.
The
idea of the game was to have players view the gamescape through a
supernatural eye. The fundamental game-play mechanic was the ability to
blink. The concept behind the game, keeping in mind the Experimental
Gameplay theme of ‘violate’, originally evolved from the behavior
associated with Peeping Tom-ism. Cynosure was created on the
OpenGL/C++ platform in a one week development cycle, where as game
producer, I was responsible for all aspects of design, code, and
artwork.
Initial
prototyping helped me manifold. Not only did it help me familiarize
myself with the framework, it also proved which concepts would work and
which ones wouldn’t. For instance, I was debating whether to make the
blinking of an eye involuntary which is contrary to what we see in
humans. This would have helped me direct the player’s attention to the
more detailed aspects of Cynosure. It turned out the player
was left with an experience that wasn’t quite as visceral had he/she
been given the chance to blink as and when intended.

Cynosure Title Screen
The
secondary game-play mechanic devised in the game was the ability to
“zap” zombies. The eye was fixated on a murky graveyard setting where
every now and then zombies spawned from tombstones and tried to come
toward the player.
At
this point, keeping in mind the natural tendency of players to want to
zap them, I employed 4 beams that radiate from the eye that could be
used to point to a particular zombie. An additional tie-in to the theme
of violation here was the irradiation and cleansing of zombies such
that they would vanish into thin air when exposed enough.
Here,
instead of fast left-mouse clicks required to zap zombies, I could have
left the interaction to be a constant mouse press. Essentially
this led to the game being one of survival where the idea was to last
as long as possible in the game. Firstly, by keeping enough energy for
the eye, and secondly by not letting zombies get too close to you. This
was also achieved by not having a scoring system based on the number of
zombies irradiated but rather on the total time one survived.

Blinking into Darkness
This
brings me to what I feel is my first failure in the game. Having given
the player the opportunity to blink at will, I employed a risk/reward
strategy wherein whenever the eye was open a certain amount of its
energy would be sapped and the player would have to cleverly shut the
eye so as to recharge.
The
failure wasn’t in the mechanic but in its representation. Keeping the
eye shut translated to a complete blackout on the screen. I couldn’t
have adhered more to the KISS (keep it simple, stupid) principle by
showing these 4 large energy meters indicating eye strength. The
challenge was to seamlessly integrate the energy meters with what the
inside of an eye would look like.
In
terms of the sound, I should have made a much more varying soundscape
instead of the continuous wolf howl. I should have had some aural
feedback for every time the eye would blink. Lastly, the growl of the
zombies when they are close to the eye should have been much more
convincing and startling than originally found in-game.
If
I had the chance to do it over, I would have spent more of my efforts
in trying to blend the energy meters with the interior of the eye. This
could have been achieved by having more of a gradient in-between blinks
as well as giving the energy meters a more fluid shape instead of the
standard box type look, in combination with changing the inner color of
the eye from a straight black to tinges of brown/red.

Zombies!
Conclusion
As
my first game, I think it turned out decent enough to hold the
attention of an interested player for 60 seconds. I have learned a lot
of lessons in good game design that I didn’t rely on earlier, given the
nature of previously working on teams as opposed to being wholly
responsible for the creation of a game. I hope to keep them in mind for
the subsequent games I make.
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