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  • Results from Game Design Challenge: Oculus Rift

    - Danny Cowan

  • John Bowen, Sound Designer, Out of Sight

    "Hide and seek" played by giant, 70s monsters in large, destructible environments

    My idea is shaped around game mechanics that directly utilize Oculus Rift features.

    1. Being able to look around in 3D space. i.e. "seeking"

    2. Having an altered perspective of yourself and your environment. i.e. "being a giant monster".

    3. Having unique interactions with other players. i.e. "a multi-player game in VR"

    • The game would be played by groups of around 20 players online, each playing as a giant, godzilla-like monster of different shapes/colours/sizes (think Beastie boys -"Intergalatic" music video).

    • Players play "Hide and seek" in large locations ranging from built up cities (Manhattan/Tokyo/San Francisco-like) to natural landscapes (Mountains/Jungles/Deserts/oceans).

    • One person starts off as the "seeker", everyone else are "hiders". The "seeker" counts to 50 while the "hiders" rampage the area. Environments are destructible, so "hiders" can topple or stack buildings, dig pits, make piles of rubble, start wildfires, destroy damns or break a levee to submerge areas in water. Such activities can be used to make hiding places or be used tactically as a decoy to throw the "seeker" off track or onto the location of a fellow "hider".

    • Once the 50 count is done, the "seeker" seeks. When finding a hiding monster, that monster then also becomes a "seeker". At this stage, "hiders" can either move around, changing their location or stick it out where they are.

    • Rounds end when all "hiders" have been found or when time expires. Points are given to each player based on both how many monsters they've found, and how long they've remained hidden. Whoever has the most points after x number of rounds wins.

    Art Style / Look:

    Visually the game would look somewhere between a 1970s Japanese monster movie and the kind of grainy, washed out colours you get from lomography photos.

    The music would be made up of 60s garage band and surf music.

    This would be the main theme song.

    Additional features:

    Different modes / variations:

    Players could play different versions of hide and seek.

    A) Sardines - (One hider, seekers who find them then hide with them until one seeker is left)

    B) Bases - (hiders aim to travel to a safe zone without being found)

    C) Marco polo - (seekers roar and hiders roar back, revealing rough proximity)

    D) Variations of level map sizes / monster sizes / countdown length, each altering the rounds duration / difficulty.

    Customizing monsters:

    Players could design and customize the look of their own monsters (similar to Little Big Planet).

    They could also assign a limited number abilities (flying, breathing fire, camouflage, climbing, sticking to surfaces, freezing other players, blinding the seeker temporarily etc.) and characteristics (size, speed, flexibility to fit in different spaces, strength to lift objects, power to destroy their environment etc.). Varying these would allow players to adapt and utilize different tactics.


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