In 2001, Ernest Adams issued a challenge to game designers with the aim of bringing designers’ focus back to original game design. While I believe his intentions are sound, I disagree with the suggestions he made. The core of Adams’ argument was “technology stifles creativity”. That is just flat out wrong.
Technology opens up our options as game designers. When imagining new ideas, one should not be forced to worry about whether or not it will run fast, or how hard it will be to program. Adams’ first two points would do the exact opposite if anyone actually followed them. Adams even goes so far as to say that “hardware accelerated 3D is forbidden”. Are designers immediately better off only working in 2D?
Similarly Adams suggests that game designers forego any use of non-standard input devices. The fact that the Wii exists is enough to prove how foolish this rule was.
Adams fourth and fifth rules are finally within reason and actually would be worthwhile following. Adams encourages designers to not rely on overused tropes such as zombies and space marines, but instead delve in to uncharted territory. The same goes for overused genres, although it seems to me Adams misses the point a little with this one. Game designers shouldn’t pick a genre and then make a game because that immediately puts you in the mindset of what this genre is and what one can and can’t do. Make the game, figure out what genre it is after.
Design Idea Wk1:
It is hard to be immediately inspired by the Dogma Manifesto, but I have been working on a game that happens to fit very nicely with it. In this game you play as a house – not a person, not a space marine, but a house. As the house your goal is to destroy whoever it is living inside you, but if they notice something creepy going on (like a wall moving) they’ll run out the door and escape. In harder instances, the player might be forced to distract the tenant by turning on the TV, or opening the fridge door, allowing them to close the walls in on the tenant.
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