Friday, June 10, 2011

Wii U - Gameplay concepts (Random Thoughts 1)

As being somehow who can't sit or stand for a moment without thinking about something else, I started to think about the potential game play mechanisms for the Wii U.  Some of these concepts are macro level visions while others are game or genre specific.  Here are 3 simple concepts.  

Concept 1: Play selection for Football Games

Nothing is more annoying that trying to select a play on a SDTV/HDTV screen when playing 2 player local.  Having the ability to select a play on the 6 inch LCD screen will make for anonymous play selection.  Not only can you select a play, but you should have the ability to audible at the line of scrimmage.  The screen also gives you the ability to discretely assign hot routes to your receiver as well as using your finger to predetermine a route.

Concept 2: Achievement Progression

The LCD can display your status of whether you are closer to unlocking an achievement or a trophy.  For example, let's say an achievement is to hit 100 super combs in Super Street Fighter IV.  Once a super combo is achievement, it would be alerted on the LCD screen.  There could also be a separate section in the LCD menu that is sort of a game log.  Real-time progression metrics can be something that can further the importance of meta data in a game.

Concept 3: Scoping

When playing as a sniper in a first person shooter, the LCD screen can be used  as a scope. Hold the left left trigger to initiate the scope.  Hold the controller up to your face with it's back facing the television.  Since there are multiple levels of scoping (scope 2x, 4x, 8x for example), the highest scope level (8x) can be displayed on the LCD.  The visuals of the target are displayed at 8x zoom on the LCD while the user tries to keep his/her hands still.

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