
After Life
I can see some mechanics with this. Because it is an event, it asks ‘what responses occur’? Which is good in a theme.
I’ve had an idea in mind for a game where dying is just another way to progress in the game. Instead of a linear game, you can how one that branches out per level. If you live and win, the level branches up to the ascending path. If you die, it branches downward to a different path.
After the End of the World
Too specific for my game gravy. Next, please.
Against the Rules
Rules were made to be fragile and accidentally dropped from a great height. “Oops!” You say with your 4 year-old grin. Don’t give me that crap. You little shit.
The First Law States that a player may not touch an enemy, or through inaction, allow an enemy to touch the player.
The Second Law States that a player must obey the orders given to it by the game, except where such orders would conflict with the First Law.
But The Third Law States that a player must protect its own existence as long as such protection does not conflict with the First or Second Laws.
I can envision a game where the player can collect ‘manipulators’ that are randomly generated and dropped by following the main rules. Say the player must ‘reach the exit without dying’. However, the player knows he can jump on them. Once Mr. Goomba is dead-flat, a rectangular piece jumps from the corpse with the words ‘without jumping’. Mr. Mario-man collects it and the rule on the upper-left part of the screen changes to ‘reach the exit without jumping’. Well that’s just impossible and now the player breaks a rule. Suddenly Goombas poor from the top of the screen and the rule changes back to the default ‘without dying’ just to spite you.
This would involve language parsing and some ingenuity, but conceptually sounds pretty neat.
Alternative Physics
Wario Ware knock-off: “Pardon my hat, please.” (Name not relavent at all).
Game Starts.
One screen: living room.
Bucket of water next to player icon.
Large text pops up “PUT OUT THE FIRE”.
Suddenly the couch in the screen bursts into flames.
The player instinctively grabs the bucket of water to put it out.
Water splashes on couch which bursts into bigger flames; spreading to the lamp on the right.
The player SHOULD have used the potato sitting to his initial left. Because they’re nature’s fire extinguishers.
Player gets an ‘X’ .
Next screen: hospital.
Patient needs heart transplant.
“3 SECOND TRANSPLANT” pops up.
The player instinctively grabs the potato sitting on the operating table; shoving it into the unconscious patient.
The player SHOULD have user the orange sitting on top of the trash bin. Because screw potatoes, man.
Player gets an ‘X’.
Ancient Ruins
Plot twist: It’s the ancient ruins of the year 2013. Using pop culture, we get:
Obese mummies. (Careful. May roll.)
LGBP ghostly pharaohs. (They’re fabulous!)
Encrypted tablets on the walls. (I can’t read this.)
Traps, pits, the spirits of angry jobless civilians, and ancient lore!
<From this theme downward I felt very limited or bored with those themes.>
Side Effects
“Oh look a mushroom!” Mario exclaims; engulfing it into his plumber belly.
Then suddenly, he trips out and dies. What were you expecting? You’re not Alice! Not hardly!
I can imagine leaving the player with lots of ‘unlisted’ items. Each one doing something
spectacular and with a negative side. Depending on the aesthetic direction and the game mechanic,
this could be a lot of different things:
Example, a game about a cutsie platforming dinosaur? Here’s a purple fruit. Eat it. Now he’s on fire. He can
set previously ‘unharmable’ enemies on fire, but now his skin is melting. I hope he finds a potato to put that out with!
Example, something a bit more geometric. You’re a square. Enemies try to push you back but you need to navigate to the end of the level.
An icon pops up and the square reaches it. Now you’re a stretched rectangle! Rotate sidewise quickly to swing and bat enemies away!
You Are Your Enemy
Freud and I talked about this one. It requires lots of creativity. You could control two entities. One is you and the other wants to harm you. Every step you make, the enemy takes the opposite direction of. If the enemy has you in his sites, you lose the control and he pursuits and destroys you. The goal is to make moves so that the enemy is unable to get to you and you are able to proceed to the next stage.