Game Idea #17

This week’s game idea is right on time! I went for a topic that always lies at my heart: Books! Here comes…

Game Idea #17


Bookworms is a library management simulation. You start as the new director of a small municipality library. Your goal is to develope the library into an important cultural center famous for its collections and events that attracts people from all ages, genders, nations and occupations.

As the director one of your primary duties is to keep the basic services in tact. On the other hand, you try to expand your services wisely in order to gain more financial support from the government. This requires an understanding and control of a certain growth cycle: The more money the library receives, the more different services it can offer and attract new user profiles. And the more new users the library attracts, the more support it receives from state and municipality.

The library can be expanded in two ways: physical space and content/services. New space will be needed for new sections in the library in which new collections will be introduced. But expansion might also be for conference rooms, bistros, or more restrooms. Also inner decoration is one of the issues to be dealt with. Introduction of wireless internet, DVD collections, cultural events, exhibitions etc are all activities that will contibute to the reputation and overall number of visitors of the library. Finally, taking parts in auctions and bidding for rare pieces to add them to your collection will be the cherry on top of the icecream.

Bookworms is for those who don’t want to chose between books and games! Take a library and turn it into a dream space of the curious and learners, be it students or famous writers!



Game Idea #15

I know, I know, it’s too early to post a game idea, but my schedule is very busy so I’ll do anything to gain time ;) Posting this game idea will save me until the start of November. I’ll be back at that time with game idea #16.

The idea that I feature today came in my mind during Guita’s industrial product design class. One of the problems that students had to come up with a solution for was the design of a chocolate product.

The idea with which I was playing so far was to create a chocolate brand based on Luis Bunuel’s concept “image choc”, originally being a french word which means “shocking image” and belongs to the theory of surrealist cinema. I wanted to go for a wordplay and use “choc” in its english sense, meanwhile maintaining the connection to cinema. Maybe it would have been possible to use wrapped chocolate pieces as mosaic tesellations for reproductions of film posters or unforgettable moments in film history. Anyway, the fact was that I didn’t really give it a thought beyond that.

However, today I saw a student coming up with a chess game idea in which both, the board and the tokens were made of bitter and white chocolate. If your opponent loses a piece during play, you would have the right to eat that piece. This made me think of other games in the form of chocolate. And suddenly there was the magic word: Chocemon! Somehow it sounded fun to me. So I decided to write the idea down. Well, here is…

Game Idea #15


Chocemon is a collectible card game (CCG) based on a monster theme in which the cards are made of chocolate and wrapped into colored aluminium foils. Players might play, trade and, if desired, eat their choco game cards (or those of their opponents!).

The Chocemons will come in three different choco “races”: Bitter, Cacao, White. Each race will feature dozens of unique Chocemons with different ingredients and flavor (and character skill sets!).

Chocemon’s unique battle system will ensure that gameplay is fun. And winning a battle will be more rewarding than ever: You will be able to devour the beaten monsters of your opponent.. Bon appetite!!

 And this time I also have a little poll for you. Enjoy! ;)

Game Idea #13

Game Idea #13 should have been normally published on October 13. But since I will have a busy week because of the opening lessons for this semester, I decided to put the idea up early on. The meaning of all this is: Game Idea #14 will be up on October 20 and not, as some might mistakenly expect, on October 13.

Reaching Game Idea #13 has a special meaning too: One quarter of my self-imposed challenge, in other words, three months of it are behind now! I didn’t think I could bring it this far. This is definitely something to celebrate!


Game Idea #13

Your Athlete Next Door (YAND)

YAND is a series of sports simulations designed in order to aid those who are in search for something to motivate them in their individual training and fitness programs. It aims to provide home-sportlers with a virtual environment that serves them with the right mix of effort, challenge, competition, motivation, achievement and fun. It is a series of software that is compatible with typical home-exercise tools such as walk-bands and exercise-bikes.

With the help of YAND, the player will complete his exercise programs in a virtual world that consists of certain parts of famous competitions such as the London Marathon or the Tour-de-France. Based on the selected fitness program and the intensity schedules, the in-game opponents will challenge the players to increase their performance in important sequences of the race or in the “last few meters” of the competition. Players that answer the challenges will earn unlockables, power-ups, and virtual medails. In other words, their rather boring programs will be placed into the setting of an epic competition in which they will jog or cycle along the biggest athletes on the globe. 

Players will be able to adjust at any time the difficulty of the etappes and the opponents that they are competing in/against. This will allow for gradual intensificiation or de-intensification of programs according to individual needs and performance levels.

An important factor of motivation for the players will be the virtual supporter along the tracks that will cheer the her in her attempt to answer the challenges of the virtual opponents. They will be always loyal and cheerful to her, regardless of the results she achieves. A customizable virtual coach will make the more “serious” comments and suggestions.  

YAND will give players both a fun challenge and great assistance in their individual fitness programs. Multiplayer options will allow people to train in pairs, which gives YAND also a family appeal. As a last option, YAND could be played just for fun, solely for the sake of  slipping into the role of such famous athletes as for example cyclist Lance Armstrong.

Game Idea #12

Game Idea #11 came two days late. Game Idea #12 comes two days early. Once more we’re fit I guess ;)

Anyway, this week’s idea has been again inspired by a game design challenge at Game Career Guide. This time their challenge is titled “Guitar’s the Word” and asks people to come up with a game idea in which the guitar controller of the bestseller game “Guitar Hero” is used in a non-music related way. While I was thinking what a guitar shaped controller with a strum bar, whammy bar and lots of colored buttons could be useful for, I suddenly had a vision of Courtney Love riding her guitar like a flying broom and throwing around with bolts. Now wasn’t that an idea  worth further examination?

Game Idea #12’s focus is not based on a particular game concept, but on a certain type of game controller: The flying broom. This week’s concept sees the flying broom controller as something that could inspire a palette of  interesting video games.


Game Idea #12

Flying Broom Games (FBG)

A FBG is any game with a suitable story that features air battle, flight simulations or sports that could (or should) be played with a flying broom controller.  

The flying broom controller aims basically at the Nintendo Wii. An already existing IP for which game and toy developers produced flying broom type controllers is the Harry Potter series. However, newer versions of this controller aiming at online quidditch tournaments could be an option to explore.

Also magic, witchcraft or vampire hunting games could make use of this controller. Sci-Fi games based on light-weight invididual air vehicles or the fantasy genre could make use of this contoller too: What about Hexen Elfs fighting flying Orcs in a LOTR-type universe??

Possible keys/controls and their assignments (mostly inherited from the guitar controller of Guitar Hero, but not limited to these):

  • Strum bar: A means to control machine gun-like weapons. Spinning the strum -the way it is often done in table football games- would determine the fire rate.
  • Whammy bar: A means to alter pace (like if it were a hand brake or a gear lever)
  • Color Buttons: Single button use or combos for acrobatic air moves
  • Extra Buttons: Fire missiles, drop or collect items, activate protection shields
  • Wii-mote: Detects the direction into which we point with the broomstick.

To summarize the concept: Flying on a broom is fun. Shooting on things while flying on a broom is funnier. Playing virtual quidditch is funniest.

Game Idea #11

This week’s idea is based on a sort of bread that is very common for breakfast in Turkey (and some other countries): the Simit. IMHO it is a casual game and therefore suited well for the game portals of major local ISP’s in Turkey, Greece and all other countries that have a simit tradition.

Game Idea #11

Simit Tycoon

Simit Tycoon is a business management simulation in which you start as a street vendor and work your way up to the ownership of a simit empire.

An excellent breakfast! That's what you're going to serve people in Simit Tycoon in order to get rich!

An excellent breakfast... that's what you're going to serve the folks in Simit Tycoon in order to become rich!

Simit Tycoon has various stages. In the first stage the player controls a street vendor and must select the right time and place for selling his simits. As long as the player sells well, she will make a profit. Wİth the profit she can buy new baskets. She will also have a chance to put money aside for future investment.

The ambitious street vendor!

Stage 1: The ambitious street vendor!

In the second stage, the player will have enough money to buy a simit selling spot from the local administration. This will increase the income significantly. The player will be able to own several of such selling spots.

The roles are reversed. Now the customer is coming to you.

Stage 2: The roles are reversed. Now the customer is coming to you.

In the final stage, the player will start to establish her imperium with so-called Simitsarai’s.

Your first Simit Sarai! From here you go for world domination!

Stage 3: Your first Simit Sarai! From here you go for world domination!

In each new stage, the player will play on a new map: as a street vendor she plays on a city district level and picks the streets she wants to walk in to find people to sell simits.  As a selling spot owner she plays on the city map level and arranges the other types of food that she presents together with the simits. She also tries to buy other spots. Finally as the Simitsarai emperor, she plays on the world map level, by default owning the business rights to her own country, but being able to expand into other cities in other countries. On this level she searches for suitable stores in various cities in various countries, specifies themes and food palette, hires workers etc.

You've turned the simit into an irresistible icon!

Final Stage: You've turned the simit into the ultimate icon of our age!

Simit Tycoon presents the players with one of the oldest myths, that of working your way up from a Mr(s). Nothing to a billionaire. It will present the players with entertaining puzzles and problems and will help her to spend a few fun minutes. It’II be a sweet challenge that won’t get too long and serious.

Game Idea #10

Today I’m celebrating my 10th game idea in my marathon of 52 Game Ideas! Cool! Never thought I’ll make it this far!

This week’s game idea (originally prepared for the “Make Monopoly Fun” design challenge at Game Career Guide) is a board game. It is a derivative of  the infamous game brand Monopoly. Here, however, you’re not trading real estates, but internet domains. The rest is almost the same. Read more about the differences below!

Finally I also want to add that by submitting this idea three days earlier than I normally should, I have repaid the three days delay during the submission of game idea #8. We’re fit now, are we?

Game Idea #10



Times have changed. Monopoly Man is no longer the type of business man that is able to see the new opportunities out there. He simply belongs to a past world. But thanks god there is Will Gates, the young Generation X business man! He gives Monopoly Man a great hint: ” The new generation of businessmen invests into virtual estates. It’s no longer the age of Monopoly, but that of DomainZ! Nah, don’t worry; the rules of the business are still the same… errr, almost. We still invest in properties; but they’re virtual and located in servers. Neighborship works a bit different in virtual space: You use banners if you want to connect your domains; you don’t need to have them adjacent anymore. With enough server power you can run e-stores and link them for combined sales! It’s really very easy. And I tell you one thing: Those who visit your domains will spend lotsa money there! Got it?”

“Hmmm” says Monopoly Man, “to be honest, it sounds a bit complicated, but hey, I haven’t lost my spirit yet, so let’s give it a try! You’ll help me, Junior, will you?”

“Betcha!” says Will, “Why don’t you say hello to DomainZ! then? C’mon, let’s start by buying ourselves a server, then… Oh, a server? Well, Monopoly Man, a server is…”

Backcover art for Domainz! chance cards.

Backcover art for Domainz! chance cards.

General Description

In DomainZ!, the real estate squares from the Monopoly game are replaced by squares that represent internet domains. But like in Monopoly, players can buy as many domains as they desire. A major difference in DomainZ! is that before players can buy and start to make a profit from their domains, they must set up servers. A server can only manage three domains at one time; therefore each possible triangle of domains will require the player to establish an additional server. This will result in players growing their own server farm over time. A player who cannot afford the required server structure cannot buy new domains. There will be also server down-times (caused by luck cards “Server Maintenance!” squares) in which the affected domains will not be able to charge money from the “site visitors”. A player can further develop her domains by adding e-stores and banners to them. Both these methods multiply the income gained from “site visitors”.

The banners are placed on the board to connect the 'domains' to one server.

A "screenshot" of the game board: Banners are placed on the squares to connect the 'domains' to the server. Domain cards complete the process.

In contrast to the classic Monopoly game, in which players had to buy adjacent squares to build houses and hotels, in DomainZ!, players can link remote domains with banners (indicators with identical colors that can be placed on squares) to create groups of domains. In other words, the squares and property cards no longer have colors printed onto them as it was the case in Monopoly. In Domains!, players are free to link (and therefore neighbor) any squares they wish. All that players need to do is to buy banners and place them onto the related squares to show that they are linked with each other. Once the player has the money to add banners to his sites, a general indicator will also be placed onto the board, under a server token.

In DomainZ!, every player starts with one server in hand. The number of servers can be increased. But each time the player passes the internet gateway (start square) she must pay a maintenance fee for her servers. The first player who is, after selling all her assets, still unable to afford the fee for at least one server is the ‘absolute’ loser of the game. The player with most servers, domains or cash (in this order) at the moment of defeat will be accepted as the winner of the party.

Event sample from DomainZ!

Sample events from DomainZ!

Last Words!

If skyscrapers were the ultimate signs of the real-estate based economic imperiums of the age of Monopoly, today,  the world-wide recognized domain names of multi-billion virtual businesses are the signs of economic power. DomainZ! is a board game that tries to capture this change in the world. Instead of trying to bid for the Broadway, now you can bid for the precious’ of our new age, Facebook, Youtube or Google. 

Game Idea #9

This weeks game idea has been inspired by the Game Career Guide challenge “Marketing Bullets“, where you had to submit three selling points to be put on the back of the retail box for a traditional WWII FPS. As I tried to differentiate the game from competing products (that was what the challenge asked for) I throught that it’d be cool when the soldier we control is daydreaming when he travels through the environment or rests at certain spots in the game world. The idea came from movies like Jacob’s Ladder and The Thin Red Line, in which the heroes involved in the war are actually questioning human nature, violence and war and see visions during the process which can be both very poetic and very scary. This also comes a bit close to the first of the Max Payne series, in which our character had comicbook-style visions that were explaining the backstory and plots in the game, while also trying to deepen the character.  However in this my idea, I rather want to create a feel that is close to the stream of consciousness technique in literature: So I want cutscenes to be superimposed onto the actual game screen in sections of the game where the player is not involved in combat. Joining a group of soldiers that sit in a corner, staring at the sky or other “trigger frames” would start the daydreams and continue them until the player “wakes” himself by moving the mouse. The visions could vary, but they would be related to a puzzle that the soldier tries to solve: Maybe they will give clues about the shocking truth that the character we play was used in a  military experiment  without his consent and that he is actually already dead, and that all that he is playing through as he tries to solve the puzzle are his last visions as he is trying to be saved in a hospital by surgeons… without success though…  as it is the case in Jacob’s Ladder.

Well, this weeks game idea is, as you see, not very structured. It just tries to present a feature that could help distinguish a WWII FPS from the rest of the competition. And maybe another difference is that it is not really pro-war, although it engages you into combat.

I think I will give the idea the title Jacob’s Ladder for now.