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#ActualCornstalks

Posted 05 December 2012 - 08:40 PM

I'm (slowly) working on a game that hinges on the idea of "doing good" and "doing bad" (where "bad" is something that's detrimental or harmful to others (NPCs, the environment, anything), and "good" is the opposite of that... whatever that is). However, I'm struggling with how to represent "doing good" and "doing bad" in a game in such a way that it allows for fun game mechanics while still getting the point across of good/bad. Also, I'm hoping for it to be at least somewhat family friendly, so if violence is used I don't want it to be overdone (I'm not really targeting kids, but I'm also not interested in ripping someone's guts out and eating them in this game).

So what are various ways to represent doing good and doing bad in a game, and what kind of game mechanics do various methods invite?

One idea I've had is removing color from things/the world (bad) and restoring color to things/the world (good) (similar to what I think Aether did, though I've never played it). I'm kind of unsure of what game mechanics would go well with this idea, but so far I'm thinking a puzzley platformer might allow for interesting ways to remove/restore color. But I'm still fuzzy on details

Another incomplete idea I've had is killing living things (bad) and... what would be good? Restoring them to life? I don't plan on having NPCs do the killing, so I can't have "defending people from the bad guys" be "good." I'm unsure of this one, because I can't really think of what would be "doing good" or how to implement that in the game if "doing bad" is violence/killing people.

What other ideas are there that convey doing good and doing bad?

FYI, this is a 2D game, if that affects any ideas you may have. I haven't really settled on specific game mechanics (i.e. is it a puzzler, or platformer, etc) because I'm unsure of how to represent doing good and doing bad, and I want the game mechanics to nicely blend with doing good and doing bad, so I'm taking a step back and thinking of various ways to do good and bad.

#1Cornstalks

Posted 05 December 2012 - 12:18 PM

I'm (slowly) working on a game that hinges on the idea of "doing good" and "doing bad" (where "bad" is something that's detrimental or harmful to others (NPCs, the environment, anything), and "good" is the opposite of that... whatever that is). However, I'm struggling with how to represent "doing good" and "doing bad" in a game in such a way that it allows for fun game mechanics while still getting the point across of good/bad. Also, I'm hoping for it to be at least somewhat family friendly, so if violence is used I don't want it to be overdone (I'm not really targeting kids, but I'm also not interested in ripping someone's guts out and eating them in this game).

So what are various ways to represent doing good and doing bad in a game, and what kind of game mechanics do various methods invite?

One idea I've had is removing color from things/the world (bad) and restoring color to things/the world (good) (similar to what I think Aether did, though I've never played it). I'm kind of unsure of what game mechanics would go well with this idea, but so far I'm thinking a puzzley platformer might allow for interesting ways to remove/restore color. But I'm still fuzzy on details

Another incomplete idea I've had is killing living things (bad) and... what would be good? Restoring them to life? I don't plan on having NPCs do the killing, so I can't have "defending people from the bad guys" be "good." I'm unsure of this one, because I can't really think of what would be "doing good" or how to implement that in the game if "doing bad" is violence/killing people.

What other ideas are there that convey doing good and doing bad?

FYI, this is a 2D game, if that affects any ideas you may have. I haven't really settled on specific game mechanics (i.e. is it a puzzler, or platformer, etc) because I'm unsure of how to represent doing good and doing bad, and I want the game mechanics to nicely blend with doing good and doing bad, so I'm taking a step back and thinking of various ways to do good and bad.

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