| | ATOF Tetris variant comes trueFebruary 13th, 2009 |
Those of you who have read Theory of Fun for Game Design may recall this passage:
Let’s picture a game wherein there is a gas chamber shaped like a well. You the player are dropping innocent Jews down into the gas chamber, and they come in all shapes and sizes. There are old ones and young ones, fat ones and tall ones. As they fall to the bottom, they grab onto each other and try to form human pyramids to get to the top of the well. Should they manage to get out, the game is over and you lose. But if you pack them in tightly enough, the ones on the bottom succumb to the gas and die.
I do not want to play this game. Do you? Yet it is Tetris. You could have well-proven, stellar game design mechanics applied towards a quite repugnant premise.
We don’t need to wonder anymore. A comment in the last thread by the felicitously named Raphael Aleixo (my brother’s name is Alex!) tells us that the Brazilian game design club Loodo has made it, with a slight tweak to the theme: I give you Calabouço Tétrico. Read on for my thoughts!
First off — wow, the fact that someone went and tried this is just astonishing in its own right.
More, the fact that they gave it a serious try. In their blog post, they say (rough translation here):
“Porque transformar um jogo de Tetris nesta versão estranha? Bom, primeiro porquê era uma forma de criar um jogo que obrigaria a quem jogasse tomar um partido, a ter uma opinião.”
Why transform a Tetris game into our strange version? Well, first off, because it was a way to create a game that would force those who played it to take sides, to have an opinion.
That it does. I actually didn’t finish the first game I played, because of the decapitated heads at the bottom, and then cramming an upside-down person into the gap. Curiously, I started out playing it just as Tetris — and in fact, the tug of doing so was remarkably strong. But the “dressing,” the art and especially the sound, was so strong that after a while, I couldn’t ignore it, and it made me uncomfortable. My son wandered over, peeked at it, and was grossed out — a kid who has no problem with Halo.
But then I figured I had better see the end-game — which did actually give me chills. I won’t spoil it, but let’s just say that it does make you think. Edit: to clarify, I am talking about when you lose. I assume that, as in Tetris, there is no way to “win,” just to postpone the inevitable — which fits the theming very nicely.
Could it have worked even better? I do think that switching to a classic Renaissance executioner instead of a Nazi reduces the impact. I also think that if the developers wanted to increase the power of it, they should animate the people falling. Have them struggle mightily when high up, and struggle more weakly as people are piled on them. Have little clouds of gas or whatever as an effect when the rows are taken. Have them trying to escape.
But all of this is gravy. It works as it is. I am curious to hear everyone’s reactions to it.

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