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GameCareerGuide Game Design Challenge: Literary Inspirations Results
by Staff [PC, Console/PC, Mobile Phone, Mobile Console]
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October 20, 2009
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Though EA's Dante's Inferno draws from the canon of Western literature, few games have gone to books as source material -- so GameCareerGuide asked its readers to do so, and delivers the winning results today.
From the original challenge:
"Game Career Guide challenged its readers to adapt a piece of literature -- contemporary, medieval, or somewhere in between -- into a game. It could be in any genre of literature or gaming -- the core concept is how compellingly you turn it into a game idea. How will you adapt from one medium to the other? What will you cut? What will you keep? What will you change, and what will stay the same?"
And the results...
William R. Spear, The Conquerer Worm
Spear collects a number of Edgar Allen Poe's works in the unlikely context of an iPhone platformer. The contrast between Poe's morbid seriousness and the frivolity of a mobile constant-motion platformer is brilliant, and the questionable interpretations of Poe's stories fit well with the motives of an amateur Apple App Store developer. Even the hastily mocked up title screen looks like it was taken directly from an actual iPhone title.
Paolo Taje, The Odyssey
And Then? Odyssey! is an interactive retelling of Homer's epic poem. Using a simple Flash-based interface, players can experience the story in full and explore alternate possibilities not found in the original text. With some modifications, this entry could make an ideal teaching tool.
Emily Greenquist, The Picture of Dorian Gray
Greenquist takes a complex story and weaves it into a solid game concept. The Picture of Dorian Gray, as a horror-themed RPG, puts players in the role of an amoral protagonist who must eventually face the consequences of his actions. Though the experience would be a largely passive one for the player, the depth in narrative promises a rich payoff.
To read the full results, including eight honorable mention entries based on material from Noah's Ark to The Zombie Survival guide, visit the full feature on Gamasutra's education-focused sister site, GameCareerGuide.com.
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Too many times I've heard movie-making analogies in concept meetings, "It's Resident Evil meets Harvest Moon!" which has less bite because so many hands and minds have to be a part of the over all vision.
The above ideas are general enough that it is equivalent to a conversation you could over hear at GDC or the lunch room.
As for me?
Montressor, The Cask of Amontilliado
This is a backward narrative starting from the beginning of the narrative. (No spoilers!) Cut scenes jump back and for from gameplay of what led to the events in Cask as the short story plays out. The gameplay would be an open sandbox world with missions and mini games which allows the lead up to the story to be told.
...Fortunato wails "For the love of God, Montresor!" Montresor replies, "Yes, for the love of God!"...
For some reason that line always chilled me to the bone...
The point is, if you have a great game design/concept/pitch, whatever, why on earth fire off blanks here instead of actually trying to get it made?
If you are not able to have good ideas on demand, you are not going to be a good game designer.
My two cents.