Showing posts with label game ideas. Show all posts
Showing posts with label game ideas. Show all posts

Monday, July 18, 2011

How to make a compelling firefighter video game

In my quest to validate games as an art form, I'm constantly hit with the fact that most video games are combat-based. Shooter games, strategy games... even Super Mario Bros. involves violence. There are plenty of debates as to why this is. Regardless, it makes non-combat games always stand out to me.

But we've perfected this first-person shooter format to a science! There must be something we can do with it that doesn't involve shooting people. So it hit me: we need to see a classic firefighter video game. It's a simple concept. Use the first-person perspective of an FPS, but instead of killing people, you're putting out fires and saving people! Sounds exciting!

So I took a quick Google gander at the handful of firefighting games ever released on any platform. Firefighting, along with deer hunting and bass fishing, seems to be represented in video games solely by bargain-bin casual titles. But I found a couple of "real" ones.

The first is Burning Rangers, a strange firefighting game for the dying Sega Saturn in 1998, developed by Sonic Team (who made, you know... Sonic). The game is set in a futuristic world where fires are the only real hazard left to humanity, so the government has set up an elite team of super firefighters. It's not exactly a realistic simulation--you wear a rocket-powered space suit and shoot water out of a laser gun. Although this game is actually highly regarded by Saturn enthusiasts, it's not exactly what I'm looking for in a firefighting game.


The next is Firefighter F.D. 18, developed by Konami and released in 2004 for the PlayStation 2. It's a third-person action game that tries to recreate realistic firefighting situations a bit more closely than Burning Rangers. It's a classic Konami formula of the era, even including "boss" fires at the end of levels. An interesting issue this game ignores: the player is not restricted in movement at all, so the fire hose he's holding seems to go on and on forever. The longest fire hose of all time. How could a game more accurately portray fire hose lengths, without constricting the player too much?

The last game I looked at is, in fact, a bargain bin casual game published by Conspiracy Entertainment, famous for such masterpieces as Ninjabread Man and Action Girlz Racing. This one is entitled Real Heroes: Firefighter and was released for the Wii in 2009. It takes the first person perspective I had been thinking about for my own theoretical game, with mediocre results. One of the main issues inherent with the firefighting genre is that your main enemy through the whole game is just one thing: fire. How do you keep fire interesting? This game consists of linear levels and a few civilians to rescue.

An honorable mention goes to the most successful implementation of a water-shooting device in video games: Nintendo's own Super Mario Sunshine, released for the GameCube in 2002. It's the most-maligned title in the Mario franchise, but the eponymous hero's Flash Liquidizer Ultra Dousing Device (FLUDD) works brilliantly in the game to clean up graffiti and muddy messes. Clearly, this game mechanic can be achieved. It simply needs to be used on fire.

So how can we learn from these mistakes?

First and foremost, fire is boring. Both gameplay-wise and art-wise, it gets repetitive. It's hard to program "creative" AI for something without a brain, but a game about firefighting has to keep the fires themselves interesting and fun to put out, other than just "walk up to fire, put it out, move on." As for the art, it seems every single firefighting game I looked at had the same color palette: orange, orange, orange, and black. It makes sense since it's fire, but good games have a diverse color range, so you don't feel like you're playing the same level over and over. Plus, modern game technology seems better suited to tackle the complex graphics of fire and water than the spate of PlayStation 2 firefighting games.

There's a lot of gameplay we can derive from firefighting other than just fighting fires. Saving people in different situations and trying to use your tools to get to trapped civilians adds a whole new element to the gameplay. Something none of these games touched on is the fire engine itself. Fire engines are so much a part of little kids' dreams, and they're ripe for gamification. You could customize and upgrade the fire engine, and drive through traffic and red lights to get to the fire itself. And the fire station could be a nifty "home base" for it all.

But the question remains--how do you keep it interesting for an extended period of time? There needs to be some sort of emotional hook without making it cheesy or melodramatic.

Then it came to me: the final level of the game. It should be September 11.

Imagine the impact. You're playing through this game, having gritty firefighting adventures, and suddenly you're hit with something a bit more heavy. If handled well, it could be incredibly poignant. I would want to avoid any sort of over-patriotism or jingoism in the game. If it's simply about firefighters doing their jobs and then dealing with the events of 9/11, I believe that's something real-life firefighters could identify with.

There would be the same controversy that surrounds Six Days in Fallujah, with many people saying it hits too close to home. Publisher cowardice aside, Six Days in Fallujah is able to handle its subject matter gracefully because the developer, Atomic Games, actually spoke extensively with the Marines involved in the Second Battle of Fallujah; they got the Marines' approval to make the title. This firefighting game would have to do the same, with the New York City Fire Department.

And then we can cross the line from "fun games" to "games as art."

Wednesday, July 6, 2011

Trollhunter would make a fantastic video game.

If you haven't seen the rollicking Norwegian monster flick Trollhunter (Trolljegeren), do yourself a favor. It was released last year in Norway, although it didn't hit U.S. theaters until this past month--if you're in the D.C. area, the E Street Cinema is still showing it until the end of the week!

André Øvredal's Trollhunter is about exactly what it sounds like it's about--a guy who hunts trolls. The handheld camera and giant monsters immediately bring Cloverfield to mind, but it's a vastly superior film. It's got the action and scares, but it's also got a lot of humor, and uses Norway's extensive troll folklore to make the titular creatures more compelling.

While watching the movie, all I could think of was "this would make a fantastic video game." I know, movie tie-ins rarely work out, but in my theoretical game world, it would be perfect! Warning: minor spoilers ahead, but hear me out:

You play as Hans, the Norwegian government's official Trollhunter. It's a Ghostbusters-meets-Men in Black sort of job; you've got to get rid of trolls that travel outside their territory, while at the same time covering it all up and making sure the public doesn't learn of their existence.


Since trolls only come out at night, the game is split into night and day. During the night, you hunt trolls; during the day, you cover up your tracks and stock up for the next night of trollhunting. The nighttime gameplay would be similar to that of a first-person shooter, but instead of a traditional gun, Hans carries a sort of "light gun." Trolls' biggest weakness is sunlight, so Hans must expose them to UV rays with the light gun, similar to a big camera flash bulb.

As we learn in the film, there are several different varieties of trolls, so there are different ways to approach each breed. This will help diversify the light gun mechanic, and provides a natural video game progression courtesy of the film's story. The movie's characters go from encountering a small (tree-sized) troll to facing a 300-foot behemoth, which sets itself up almost too perfectly as the final boss of the game.

During the day, Hans hides it all, and moves on to the next one. This is like a detective game in reverse, making sure the general populace is unaware of what happens at night. While some trolls explode when exposed to sunlight, older ones simply turn to stone. Hans breaks down the stones and turns them to gravel. Any damage incurred by trolls (half-eaten farm animals, destroyed power lines) gets covered up as bear attacks or freak tornadoes. Hans then prepares for the next night, by setting up traps and re-stocking supplies.

Hans' Land Rover is another critical part of the film and the gameplay. It's where he stores all his trollhunting gear and navigates the sweeping locales of Western Norway to get to the next one. Finding trolls is an art of its own--finding cryptic newspaper articles, examining the landscape for hints of troll activity. The Land Rover is a big part of that. But it's also used in battles against the trolls themselves; he upgrades it and outfits it with protective spikes and a giant troll-fighting UV searchlight.

One last element of the film to incorporate into the game is one of trolls' stranger abilities: being able to "smell the blood of a Christian man." One of the characters in the film is indeed a Christian; while everyone else sneaks around at night mostly unnoticed by the trolls, the Christian character must constantly cover himself in "troll stench" to prevent them from easily sniffing him out. This could translate to nifty stealth mechanics in the game, although it would be a fine line to tread. Poorly-executed stealth sections can ruin a game.

There you have it. Why Trollhunter would make a superb video game, and a bit of a promotion of the film itself in the process. Go see it.