The concept of Greed in game design

A concept that always intrigues me in game design is the concept of Greed. That powerful force that is strong enough to pull you away from your chosen path in the game to try and achieve something. You’re effectively taking a chance. You don’t need to pursue this extra “thing” to complete the game or even the level but the rewards for being successful are just too great to ignore.

capcom 1942

In shoot ’em ups we see it in the pursuit of power boosts to your guns / lasers. Classically in 1942 (above) you were presented with a formation of red planes. If you knocked them all out you were presented with a power-up.
I employed something similar in Crossfire. You didn’t need to hunt this special power down but you just knew that having that extra firepower would be a) more fun and b) pretty handy for completing the level.

With Jumpin’ Jasper I have a similar concept. When a bonus balloon drifts across the screen the player can leap in to it to burst it and take the rewards. Similarly when the Squirrel bounces on top of a monster the monster’s subsequent demise spawns a bonus item. Currently bonuses are purely a points boost. Hardly a real driving force for the player. So I’d like to create a mini-challenge by having a sequence of bonus items to collect. They appear ghosted out at the top of the screen – a strawberry, some cherries and probably a banana (yellow works well against the game’s backdrop) , an apple and an orange. Red, purple, yellow, green and orange respectively all work well against the game’s bluish backdrop.

As the player collects each item of fruit they populate the empty slots at the top of the screen and a special bonus is awarded when all are collected. Quite what yet I don’t know but it will hopefully be enough to see the player divert from his current path to try his luck with the bonus balloon as it drifts in to view. Or possibly take on the monsters to achieve the same result. Of course the random nature of the bonus items’ spawning means that the player could well go to all that trouble to spawn a bonus item that they’ve already collected.

I had initially wanted to run a story through the game and have certain side elements unlocked with progress. This could have been a neat way to involve the bonus items but on reflection I’d rather wait. My next game (which will use the same code framework) will probably lend itself to that approach more since it will be more of a science fiction affair.

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