h a l f b a k e r y
This would work fine, except in terms of success.
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Give the Pacman character neuroses to make the game more difficult
The game i have in mind is somewhat like Pacman, with a
Firstly, before you start the game, you have to choose one
or more of a set of neuroses your character will have:
phobias, OCD, narcissism and maybe some others. The
more neuroses you choose, the more points you get.
The character refuses to pass a spider or
has to have several goes at it as the ghosts come ever
closer. Also, there's one enormous spider monster which
can appear out of a trapdoor beside the maze which if
Pacman encounters it will immediately cause a massive
heart attack and death, but is otherwise harmless.
Claustrophobia: Again, Pacman refuses to go through
narrower parts of the maze.
OCD: Pacman can lock a door to prevent a ghost from
coming through but has to go back to check a number of
times. Also, it has to pace up and down repeatedly in
certain parts of the maze or Ms Pacman will die. You get a
choice of a prime number or a number with a lot of
factors, depending on the precise nature of your OCD.
Narcissism: One of the corridors in the maze is lined with
mirrors and Pacman has to stop and look at itself for
several seconds each time it passes one.
Schizophrenia: Ghosts appear in the maze which aren't
really there and don't do Pacman any physical harm.
Depression: Pacman is unusually susceptible to failure to
find power pills and to the constant attentions of ghosts,
turns blue and plods along really slowly or gives up
completely and just sits there.
Useful as a form of therapy, i think, because it illustrates
people's cognitive errors in a simplified environment.
Shameless spin-off [zen_tom, Dec 04 2009]
||triskaidekaphobia - Pacman hesitates before eating the thirteenth pill.
||One gaming idea I really like the sound, but haven't seen too many implementations of, is one where the player, rather than directly controlling the game's character, instead sets up a number of "rules" - programming that characters' behaviour, then sits back and watches the fruits of their programme running in a sandbox. The Pacman "world" might be nice and simple enough to form the basis of such a "programme-em-up" style game.
||So for example, a basic pacman routine might go something like:
1) Look to see what's ahead:
......If it's a pill, continue on course,
......If it's a ghost, reverse direction
......If it's a crossroads, decide whether to turn left or right, or go straight-on.
||Additional behavioural artefacts like the ones you describe could then be added to spice up the gameplay at the higher levels.
||[zen] I think that's worthy of its own spin-off idea. The two player version of this would be fascinating: E.g. you are writing rules for your character to, say, negotiate a maze and find energy pills; I am writing rules for my character to negotiate the maze and find and kill your character.
||Nice one [hippo] check it out - I think there have been attempts at this before, just can't remember what any of them were called, or if they were any good.