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A vague game ideaJuly 11th, 2006 |
I don’t know why, but it came to me as a picture, a bit over a week ago: a bird made of light, flapping on a screen with hand-drawn artwork. It trailed a few particles of light as it flapped, mostly white, but some of them pink or pale blue. What was interesting about it was the flapping, the way in which it had to twitch one wing in order to slide sideways against the wind currents and the gravity.
Say, rather, that YOU had to twitch one wing. It was a game about flying by flapping. What you did, I wasn’t sure — collected stuff from the world, avoided collisions — whatever made sense for a game about flapping. The key thing was the sensation of flapping and flying — perhaps because I have been playing a lot of Joust both on XBox Live and on my phone.
Nazcan pottery
The famous Raimondi Stela
Moche designs
In my head the world was hand drawn, as I mentioned. But specifically, it had a look that you just don’t see in games these days… something different. I received as a gift a book on Andean iconography right around the same time that the idea struck me: Nazcan pottery paintings, Moche sculpture and Chavin’s stela. The images in the book included numerous insanely cute portrayals of animals, done in a faux naif style that fit perfectly with some of the modern Japanese game aesthetic, yet had a look all their own. I thought I had a look.
“Blue squares” first, though! So one afternoon when I should have been working on my real work (the startup studio), I instead messed about with making a bird flap. Even though the initial impetus was that picture in my head of a bird made of light trailing sparks (lightblended particles, I figured), the mechanic came first.
Even though I have done object oriented programming, I am still much more of an old-school function-based guy. Because of that, I quickly ended up with a file that had in it the following:
- main() which called
- drawScreen() which called
- drawBird()
- drawFlapStats()
- getInput()
- updatebird()
Because I wanted a floaty feel, the sorts of flap stats we’re talking about were things like the bird’s position, the flex in each wing, the targeted flex in each wing, the targeted position of the bird, and so on. Basically, the bird would not be immediately responsive.
I ended up making every single one of those variables — the current flex, the targeted wingstroke strength, etc, be evidenced in the drawing of the actual bird, which I made a little wireframe. All the variables mattered — the amount of downstroke from holding down a key mattered, because the longer you held it down, the sooner the bird would tire, and then fall back down. Flapping one wing longer than the other would put more force in that direction, and so on.
The bird and its flap stats
What I ended up with, though, felt a little different than I had envisioned. When you held one wing, you slid sideways after releasing the wing, not while pushing. Basically, it felt as I was messing with it, like you were flying into a headwind. And that changed my conception of the game mechanic a little bit.
On the other hand, my kids immediately shouted “birdie!” and spent a cheerful 45 minutes just flapping and learning the controls. As I messed with it, it felt like a different and fresh control dynamic. Still somewhat clunky, but good enough to start with.
So I tried putting the cool particle lightblend effect on. It looked horrible, nothing like what I had envisioned. Plus it was way slow to render. So much for the initial cool picture (which I can still summon at will, alas).
So now I had a basic control prototype that engaged my kids — always a good test of basic engagement. In “theory of fun” terms the challenge is exactly what I wanted it to be — learning to fly using this flapping mechanic. The next step is to give it a lick of polish so that it conjures up ideas for theme, setting, and obstacles. But that’s for another day and another post.
- Download EXE for Windows
- Download for Mac (.zip) (may not work on an Intel Mac). Edit: fixed file link here — and tested it!
Be sure to choose “save to disk” rather than “run from location”… No warranties express or implied, if your machine explodes it’s not my fault.
Edit: latest version and post in this topic can be found here.

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A vague game idea on Raph Koster’s Website. Back to the Future – An Episodic Future on Moby Games. Thanks Ron. Next-gen console wars? Eh? on Hooked on Games. Who owns your virtual life? on bit-tech.net.
other hand, my kids immediately shouted “birdie!” and spent a cheerful 45 minutes just flapping and learning the controls. As I messed with it, it felt like a different and fresh control dynamic. Still somewhat clunky, but good enough to start with.Link (Thanks, Brent!) [IMG] Link
other hand, my kids immediately shouted “birdie!” and spent a cheerful 45 minutes just flapping and learning the controls. As I messed with it, it felt like a different and fresh control dynamic. Still somewhat clunky, but good enough to start with.Link (Thanks, Brent!) [IMG]
and spent a cheerful 45 minutes just flapping and learning the controls. As I messed with it, it felt like a different and fresh control dynamic. Still somewhat clunky, but good enough to start with.Link (Thanks, Brent!) [IMG]
other hand, my kids immediately shouted “birdie!” and spent a cheerful 45 minutes just flapping and learning the controls. As I messed with it, it felt like a different and fresh control dynamic. Still somewhat clunky, but good enough to start with.Link (Thanks, Brent!) [IMG]
Just because Raph Koster is a discredited has-been (who is apparently being used as the scapegoat for the Star Wars MMO sucking – and once again, you KNOW that a failure like that takes mad skillZ) won’t stop him from(half-)baking game “ideas” (the term is used about as loosely as a prostitute’s “morals”) Well, let’s give this guy credit; he defined it as “vague” all on his own. Next up, he might get to the point where he’ll define it “stupid”, “unsellable”, “idiotic”, and “Lord I should
Raph Koster apparently does, and the game designer (and author of A Theory of Fun for Game Design) also shares his early experimentation with a freeform game involving learning how to fly like a bird. [Via Boing-Boing
Raph Koster explains some of the ideas in making ‘a game’ come out of ‘an idea’. “I don’t know why, but it came to me as a picture, a bit over a week ago: a bird made of light, flapping on a screen with hand-drawn artwork. It trailed a few particles of light
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[...] On the other hand, my kids immediately shouted “birdie!” and spent a cheerful 45 minutes just flapping and learning the controls. As I messed with it, it felt like a different and fresh control dynamic. Still somewhat clunky, but good enough to start with. Link (Thanks, Brent!) [...]
[...] Giant Bat-Eating Centipede . leaves M$ with Scobleizer. and has a vague game idea together with Raph Koster. Frequently Awkward Questions for the Entertainment Industry. can’t be answered with Rake art or kite photography. Imagining the 10th dimension. is harder than switching from Apple to Ubuntu. and Zizou. can soon to be found more often than fresh air, seriously. Never forget him. and Search Inside the Music. How can the human race survive the next hundred years? We Old Dudes. [...]
[...] On the other hand, my kids immediately shouted “birdie!” and spent a cheerful 45 minutes just flapping and learning the controls. As I messed with it, it felt like a different and fresh control dynamic. Still somewhat clunky, but good enough to start with. Link (Thanks, Brent!) [...]
[...] On the other hand, my kids immediately shouted “birdie!” and spent a cheerful 45 minutes just flapping and learning the controls. As I messed with it, it felt like a different and fresh control dynamic. Still somewhat clunky, but good enough to start with. Link (Thanks, Brent!) [...]
[...] On the other hand, my kids immediately shouted “birdie!” and spent a cheerful 45 minutes just flapping and learning the controls. As I messed with it, it felt like a different and fresh control dynamic. Still somewhat clunky, but good enough to start with. Link (Thanks, Brent!) [...]
[...] Yaotl Wise, Aged Ars Veteran Tribus: NYC, NY Registered: November 20, 2003 Posts: 590 Posted document.write(”+ myTimeZone(‘Wed, 12 Jul 2006 06:57:52 GMT-0700′, ‘July 12, 2006 09:57′)+”); July 12, 2006 09:57 PcTech, this sounds a bit similar to your idea: not quite, but similar [...]
[...] On the other hand, my kids immediately shouted “birdie!” and spent a cheerful 45 minutes just flapping and learning the controls. As I messed with it, it felt like a different and fresh control dynamic. Still somewhat clunky, but good enough to start with. Link (Thanks, Brent!) [...]
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[...] On the other hand, my kids immediately shouted “birdie!” and spent a cheerful 45 minutes just flapping and learning the controls. As I messed with it, it felt like a different and fresh control dynamic. Still somewhat clunky, but good enough to start with. Link (Thanks, Brent!) [...]
[...] On the other hand, my kids immediately shouted “birdie!” and spent a cheerful 45 minutes just flapping and learning the controls. As I messed with it, it felt like a different and fresh control dynamic. Still somewhat clunky, but good enough to start with. Link (Thanks, Brent!) [...]
[...] On the other hand, my kids immediately shouted “birdie!” and spent a cheerful 45 minutes just flapping and learning the controls. As I messed with it, it felt like a different and fresh control dynamic. Still somewhat clunky, but good enough to start with. Link (Thanks, Brent!) [...]
[...] So I was browsing around as I always do, and I ran into this: http://www.raphkoster.com/2006/07/11/a-vague-game-idea/ Its the personal website/blog of game designer Raph Koster. It’s a new ‘mini game’ (think Xbox Live Arcade or Popcap games) concept he’s working on. Download the little free exe on the page and give it a try. funky, huh?_________________ [...]
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[...] On the other hand, my kids immediately shouted “birdie!” and spent a cheerful 45 minutes just flapping and learning the controls. As I messed with it, it felt like a different and fresh control dynamic. Still somewhat clunky, but good enough to start with. Link (Thanks, Brent!) [...]
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