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Nine Times -- The Giver (title TBD)

Page history last edited by Richard 10 years, 3 months ago

     Scaling mechanics, no gameplay yet

basically you're playing $thing at a given level and when you beat it the game zoom out
at each level there is a new mechanic added or existing mechanic slightly altered
in my head it wants to be a micro-tbs or puzzle game


After scaling up 8 times (at the 9th level) you've reached the full gameplay portion which (ideally) would continue to feature chains of 9, groups of 9, etc


Possible scales:

     Room -> Building -> Street -> Neighborhood -> City -> State ->Country -> Continent -> World


A general graphical motif for 9x would be to have a 3x3 set of squares which you must "take over" as part of the game. After doing so, the squares zoom out to reveal that they make up just one of a larger 3x3 set. Gameplay continues in this larger scale, with perhaps one additional twist every scale up or two.


     The Giver

Single Player Real-Time Strategy (I was seeing this more turn based than real-time)

The gameplay component ("$thing") in question is an infection game. To give this a positive spin, I propose that the premise be "spreading emotions and culture in an apathetic world", like Lois Lowry's "The Giver". The high level story is that in a gray, quiet world whose people are devoid of emotion, a young girl discovers an old piece of culture (i.e. a love song or a poem), and begins spreading it to people around her, starting from her room (see scale proposed by Falun above). You control all the "emotional" people in this Real-Time Strategy game, trying to help this civilization rediscover emotion. Your enemies are the authorities (a twist starting from the "Neighborhood" level), who do not like such displays of disharmony.


"Culture" is the currency of the game.


The "emotionals" in this game can do several crucial actions:

    1. Stay still and produce more culture. The more of them gathered together to do this together, the better, though some types of people mesh better than others (a twist introduced in the "Building" level).
    2. Actively spread the culture to the emotionless. This uses up "culture" and success is dependent on exposure. The exact mechanism has yet to be determined.
    3. Destroy propaganda machines. This attracts negative attention and should be used sparingly.
    4. Develop more methods to spread culture.


          I think it should be important to avoid conflict. The authorities can bring fear that would cause the emotionals to return to being emotionless.


Graphically, "cultured" areas are colored, "emotionless" areas are gray. Maybe we can depict people as simple shapes. The "emotionless" are gray question marks. The "types of people" who produce culture differently (see (i)) can be depicted in different colored simple shapes, such as green triangles, red circles, etc.


Blake and Falun Figuring stuff out


Adding complexity to mechanics at higher scales could be done by introducing new types of culture that have different impacts on people:

     Music, Dance, Art, Theatre, etc


Potential "The Giver" progression

  1. room
    1. scripted level
  2. building
    1. zone control
  3. street
    1. ape visits
  4. neighborhood
    1. culture machine
  5. city
    1. thought police
    2. different types of culture (only compatible, music/dance?)
  6. state
    1. more culture types
    2. more thought police types
    3. slower move-rates
    4. slower conversion rates
  7. country
    1. culture tech tree / culture benefits
    2. propaganda (pro and against)
  8. continent
    1. different culture zones / conversion rates
    2. maybe more tech-tree stuff?
  9. world
    1. nothing? full scale risk/galcon style game

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