Abstract Restrictions Leads To Abstract Design

I was browsing around on Stumble Upon the other day (which is a great resource by the way), and I found this site that was designed to challenge people’s perception of the way websites work.  Basically, it’s a website that works without having the user click on anything!

Give it a try!  It’s a really neat idea and I’m sure that it’ll blow your mind.

So, I’m dicking around on that site and it had me thinking about how that applies to game design; I was thinking about how I could translate that to an exciting video game.  While I couldn’t necessarily see how to take the idea of not clicking anywhere into a new direction, I think that it opens the door to a lot of possibilities.

I’ve always liked the idea of restrictions just for the sake of it.  I’ve always considered joining a tigsource challenge because they always seem to involve a restriction of some sort.  Unfortunately, I’ve always been way too focused on making tradition and popular games (and, failing at it) to bother with it.

But, lately, I’ve been wanting to try something a bit more experimental.  Although I don’t really like artsy games, it’d be nice to just make a game for the sake of making a game.  I guess that’s what I’m trying to do now, but, to be honest with you, I’m beginning to care a bit too much about Platform Explorer.  I really shouldn’t, as it’s a simple game with some cruddy graphics, but… well, it means a lot to me. I’ve come to realize that I’ve tried to make a game very similar to this for some time now, and it looks like I’ll finally be able to do it (although with cruddy graphics).

Getting back on point, the concept of setting up an unusual restriction is something that I’m quite interested in and would like consider doing again, when the time is right.  I definitely want to make a more traditionalist game as the next game I make, but, after that, who knows?

Maybe I could be the next Cactus.

The thing is that I can’t off the top of my head think of any abstract sort of games I like.  Paul Eres’ Immortal Defense comes to mind, but I didn’t really like that game.  And, I made a joke about Cactus, but the reality is that I don’t really like any of his games either…

Ironically, I always considered that to be the test of a true professional – when you can make a piece of art that isn’t in a style as yours but still have it turn out great.  So, maybe, for the sake of my own career and experience, I should really push myself to create something out of the ordinary…

Something to think about, no?

If any of you guys have any experience with this idea, I’d love to hear about it!