Archive for May, 2009

Themes and Elevator Pitches

elevatorpitch1 Themes and Elevator Pitches

The videogame field is very competitive, with every company — no matter how big or small — trying to sell a product. As a result, it’s a breeding ground for elevator pitches. These often revolve around such bullet points as “We have this unique take on cover gameplay!” or “It’s a hidden-object game with a real inventory!”

romeoandjuliet1 Themes and Elevator Pitches

The boy meets girl theme is strangely absent from videogames.

As John Davison pointed out, though, videogames are not really a niche product. They compete for attention with TV, movies, YouTube, Facebook, etc., so I’m a little surprised that more elevator pitches don’t concentrate on universal themes. So what exactly are themes? Well, here’s a pretty thorough summary from Wikipedia:

“A theme is an idea, message, or lesson conveyed by a written text. This message is usually about life, society, or human nature. Themes often explore timeless and universal ideas. Most themes are implied rather than explicitly stated. The theme is different from the superficial outlay of the text; it is normally the meaning of the text on a more abstract level.”

Yes, themes are more a staple of the literary world, but they’re very powerful when it comes to evoking emotions. Consequently, when you’re trying to get a general audience to emphasize with your product, the premise of a theme is much more identifiable than a gameplay element.

Not that games are completely devoid of themes. Quite the contrary, actually. However, most game themes are usually repeated over and over again. They’re the epic struggles of good vs. evil, or the hero quest, but there are many more possibilities. An interesting thing about themes, too, is that they can quite naturally affect and steer gameplay elements (often in new and unique ways).

Here are a few quick examples.

1). Triumph through perseverance.

A sports game centering around an athlete’s fall from grace due to a (seemingly) career-ending injury. This could fit virtually any sports genre and take the athlete through a quest for a second shot at the big leagues. Starting with rehabilitation, various minigames (or handicapped scenarios of the full game) could act as something of a tutorial, guiding the player through all the necessary steps on the path to a successful comeback.

2). Honour and familial bonds.

A strategy game following the life of a disgraced warlord in feudal Japan. In order to protect his family and subordinates, the shogun went against the proper code of conduct, which was then used by his politicking general to overthrow him. The game itself could revolve around a quest for retribution while implementing various elements of Bushido into strategic combat.

mario and sonic at the olympics games Themes and Elevator Pitches

Mario & Sonic at the Olympics -- what more do you need to know?

3). Liberation from slavery.

There aren’t too many fantasy settings that go for a post-apocalyptic feel, and even fewer videogames (Soul Reaver being the only non-licensed one I can think of), but I’ve always been interested in scenarios where the good guys don’t win. Namely, what happens afterwards? Well, how ’bout a typical Tolkien-derived RPG that breaks a few cliches? Enslaved humans that often suffer from Stockholm syndrome, Orc sympathizers that are helping with an underground rebellion, a struggle for freedom in the face of an oncoming genocide, etc.

Of course many videogames have minimal narrative and virtually no storyline, but those too can be thematically summed up, i.e., what is the game about, exactly? This summary doesn’t even have to mention any actual gameplay mechanics, just evoke enticing possibilities. Take for instance Mario Party, Guitar Hero and Wii Fit — none of these games have much in the way of a “plot,” but their titles alone are quite iconic. And they also sold bucketloads of copies.

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Zak McKracken and the Alien Mindbenders Bits

zakheader1 Zak McKracken and the Alien Mindbenders Bits

Zak McKracken was Lucasarts’ second ever SCUMM title. It didn’t really have the same impact as the various Monkey Island or Indiana Jones games, but it contained loads of personality and a few interesting twists on adventure game mechanics.

zak mckracken and the alien mindbenders 011 Zak McKracken and the Alien Mindbenders Bits

It all started with a dream...

The good stuff:

  • Zak McKracken, the game’s protagonist, dreams of winning the Pulitzer Prize but is stuck working for The National Inquisitor, a trashy tabloid. Despite Zak’s disgruntlement, his job is a very good excuse to have the player investigate suspicious phenomenona and travel to exotic locales.

    zak mckracken and the alien mindbenders 09 Zak McKracken and the Alien Mindbenders Bits

    The red, underlined "LOOK!" arrow-sign was actually a breath of fresh air in a genre notorious for pixel-hunting.

  • The game came packaged with a print version of the National Inquisitor and featured headlines such as “Two-Headed Squirrel Attacks Two Campers At Once!” and “Scrambled Son Tries To Kill Parents With Eggs.” Incidentally, not everything in the newspaper is supposed to be fabricated — a concept that was a big part of Men in Black.
  • The game’s story revolves around a devious alien plot to overthrow humanity. This is achieved by a group of aliens — disguised in Groucho-style masks — running a phone company that’s slowly eroding earth’s intelligence through dial tones.

    zak mckracken and the alien mindbenders 02 Zak McKracken and the Alien Mindbenders Bits

    The FM Towns version of the game.

  • Being exposed to the aliens’ Mindbender machine results in game commands being sucked out from the user interface. This is a rather clever way of simulating Zak getting stupid. It also serves to gate the player and justify some rather perplexing behaviour.
  • The National Inquisitor doesn’t have the biggest budget, so Zak must pay for his own flights. Aside from being another logical gating mechanic, it also serves to tease the player with impossibly expensive flights. It’s debatable whether such red herrings are actually a good thing, but they add the illusion of scale.
  • A vital way of getting the funds to travel around the world is winning the lottery.
  • International flights also double as copy-protection, requiring the player to enter “Visa Codes” (that are provided in the game’s manual) when travelling outside of the US.

    zak mckracken and the alien mindbenders 051 Zak McKracken and the Alien Mindbenders Bits

    Yes, that King.

  • Zak can “mind-meld” with animals and control them, but this is often just an amusing distraction, e.g., making your goldfish smile or having a yak poop.
  • The game is split into five main parts, each one involving getting a piece of “The Device.” It’s a very non-linear approach — especially for an adventure game — as it allows the player to explore and the world in almost any order he wishes.
  • The game’s female characters were based on at-the-time significant others of the various individuals on the development team. One of these women was notorious for dyeing her hair, so her in-game equivalent appears with differently coloured hair every time she takes off her space helmet.
  • Zak’s pet goldfish is named Sushi.

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