Looks like the next season of Spoiler Warning is delayed until tomorrow. So let me fill this awkward silence with this random post. I’ve heard it said before that talking about your plans gives you a little release similar to the satisfaction of actually carrying them out. Since I already have a game on the way and I don’t actually have time to do anything with this, I thought I’d just throw the idea out the window in case anyone else finds it amusing.
I’m not sure why you’d want to read this. It’s a rough sketch of a game I’m likely never going to make, and it exists solely as a means of getting it out of my system. This isn’t game design. It’s therapy.
On the other hand, I swiped a bunch of pictures of candy, so maybe you’ll enjoy looking at those.
Anyway, this whole Candy Crush Saga nonsense has reminded me of an old design doc I’ve had gathering dust in my head. The core of the idea comes from the notion that normal real-world business has a lot of really interesting tradeoffs associated with it. My time working fast food (and talking to one of my brothers, who worked for a big-box home improvement chain) revealed all sorts of fiendish sorting, queuing, balancing, timing, and planning puzzles. (Like this one.) This sort of thing lends itself to strategy gameplay: “Given my finite resources of money, space, time, manpower, and throughput, how can I optimally achieve [goal]?”
You can play this game in its purest form in the Capitalism series. That’s fine, but I always thought Capitalism Plus was a bit too sterile or abstract. It doesn’t matter what you’re making. You might as well be making widgets, as far as the player is concerned. There’s no real personal investment or creativity in the stuff you’re producing, and I always wanted to see a smaller-scale game that focuses on a single product and lets the player have some control over it.
The other inspiration for the concept comes from the occasionally wonderful How It’s Made videos. It’s no longer on Netflix, but it’s available on Amazon Prime. The show features a lot of food being made, and I’m always amazed to watch giant piles of raw materials enter the machinery and pop out as colorful, aesthetically pleasing quasi-food on the other end. In particular, Season 3, Episode 25 shows them making jelly beans, and that helped shape a lot of my thoughts about how this game ought to work.
Continue reading 〉〉 “Empire of Candy”
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