[Planning Know-How] Don't think from a digital perspective. The most powerful game engine is in the "real world"
When you are planning a new game, do you find yourself limiting your thinking to just the smartphone or TV screen from the very beginning?
"If I tap this button, a special move comes out..."
"I'll make the effects flashy here to create a sense of exhilaration..."
When writing a digital game proposal, it is easy to get caught up in the expressive power of graphics or the scale of data processing, leading to the assumption that "digital is more flexible because it can express anything."
However, it is extremely dangerous for a planner to fall into that illusion. When you get to the essence of play, the "real world (analog)" is actually the ultimate playground.
💻 The "freedom" of digital games is an illusion
Admittedly, digital games have infinite freedom in terms of visual expression and parameter calculation, such as shooting flames from a sword or flying through outer space.
However, what happens when you look at it from the perspective of "player input (operation)"?
All a player can do is press buttons on a controller as programmed or rub their fingers across a flat glass screen. Actions not permitted by the system can never be executed. In terms of input limitations, digital games are extremely restrictive sandboxes.
🏃♂️ The real world is the ultimate environment that accepts "infinite input"
On the other hand, what about the real world?
Moving your own limbs, feeling the scent of the wind, picking up a fallen tree branch, tapping a friend on the back. The real world, where you can use all five senses and utilize tools and terrain, boasts "infinite freedom" in player input.
When thinking about play, starting from this analog dimension will lead to far more unexpected and interesting ideas than groaning over a desk.
🎲 3 steps to sublimate reality into a "game"
So, how can you pull game concepts out of that overly free real world? The equation is extremely simple.
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"Simplify" real-world actions
For example, pick up a casual daily action like "tossing a crumpled piece of paper into a trash can."
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Daringly apply "restrictions"
Since throwing it as is isn't interesting, intentionally set inconvenient restrictions (obstacles) such as "throwing while blindfolded," "throwing only with your left hand," or "throwing while an electric fan is blowing." This turns a "mere action" into "play."
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Create "rules" for winning and losing
Set a clear victory condition and reward, such as "The person who gets the most into the trash can after three throws gets their lunch paid for today." This turns the play into a proper "game."
🏕️ Conclusion: Close your laptop and think from an analog perspective
"Tag," "Hide and Seek," and "Red Light, Green Light" are all crystallized examples of sophisticated game design that place restrictions and rules on real-world actions.
When you want a groundbreaking game idea, look away from your computer screen for a moment and try playing in an analog dimension using a notebook and pen, dice, playing cards, or even your own body.
"How can we add restrictions to a simple game of tag to make it more interesting?"
It is within that analog trial and error that the seeds of the next big hit digital game are hidden.
