Thursday, March 31, 2016

Endless Games Part I

Endless runner has been a huge success on mobile. I can't think of any other platform that could be more fitting for endless runners, than mobile phones. It is easy to learn and it is endless. But how far can you take a simple mechanism? Will endless runner always be like this? Can there be more possibilities of how to improve the already perfect game genre? Lets try to explore the idea.

Before we start talking about what can be done, lets break this article into two parts. First part, we will talk about what are the milestones, according to me, in this genre and then we'll see what are the possibilities.

Helicopter Game by David McCandless (1999/2000)



David McCandless and a programmer friend created the first endless game. Helicopter game introduced a gameplay that is now the core of any endless runner these days. Endless runner has three distinctive features, 1. very basic controls, usually a tap/click/swipe. 2. The game gradually increases the difficulty level but never ends. 3. You score based on how far you can go.
They made the game within days. David played and wrote a lot about games, so he had an idea what addictive gameplay can be.

Canabalt (August 31, 2009)



If David McCandless' Helicopter Game created the first endless game, Canabalt created the first endless runner. The game is 2d parkour style runner. After 10 year since Helicopter, Canabalt truly understood the 'fun' part of the game mechanics. Although, Canabalt creator, Adam Saltsman, never credited Helicopter game, as his influence. But you can see the similarities with the gameplay. Here's what he said:
"Adam: Canabalt was created for the Experimental Gameplay Project, a cool monthly activity organized by some of the greatest minds in indie games. The idea is you have seven days to create a game around a specific theme; the month that I made Canabalt, the theme was ‘bare minimum’, which had a big impact on the game.
I love minimalism in games anyway, but this was a good excuse to push it further. Canabalt uses six shades of gray and one button and is still pretty exciting. A shotgun list of influences would include Super Mario Bros, Sonic the Hedgehog, District 9, District B13, Mirror’s Edge, Half-Life 2, and Flashback."

Lane splitter(Dec 7 2010):



This is probably the first endless game on iTunes, that I played. It had everything awesome about it. It was made by people who were trying to create this revolutionary game engine called Project Offset. AMD bought the company and basically used the team as guinea pigs to test their graphic cards. So the team quit and made this awesome game called Lane Splitter.
Lane splitter is about a biker on a highway. The game uses gyroscope, to move the bike across different lanes, while avoiding the cars. This game was not only one of the first of its kind,  but it was a very polished game.

Temple run(Aug 4, 2011)



Now this game took everyone by storm. This is the game that does give credit to Canabalt, as its influence. Temple run showed people what an endless runner game would look like in the near future. Endless runner is all about scoring. And with the Indiana Jones theme, this somehow became the first truly addictive game.

Jetpack joyride (Sept 1, 2011)



This game credits Canabalt and helicopter game as its influence. This game is a perfect example of how deep an endless runner can be. It is a very polished game with loads of features. Jetpack joyride has one of the most creative ideas in the game. For an endless runner, I have yet to see a game that implements features to that perfection.

Subway surfer (May 23, 2012)



Although this game has taken the queue from temple run, and other in the ilk, it showed how easing the difficulty level and having great visuals can be an effective approach as well. With the long list of characters, Subway surfer showed the importance of character/customization to unlock.

Punch quest (Oct 25, 2012)



Now this indie game needs to be talked about more than it has been. On the surface, it is an action packed endless runner. But if you dig deep, they have incorporated one of the most interesting ideas as far as the controls goes. Moving forward is also punch, jumping is also upper cut or smash and blocking is either both buttons or hold. In a world where every feature has its separate button, punch quest incorporated its features in a smart and neat way. While, other endless runners rely on a menu to upgrade the power-ups, Punch quest automates this whole process. This way nothing comes between you and ass-kicking actions in the game. This games flows like milk, and with awesome retro graphics, this game should be appreciated a lot more than it is.

Smash hit (Feb 25, 2014)



Last game in my list has opened my eyes to the possibilities of endless games. While everyone is busy creating clones of temple run and helicopter game, Smash hit took a different route. It is the single most innovative game, since helicopter game, that has come out in recent years. All you have to do is tap to break the glass, coming your way, that's it. And boy is it good! The game totally abandons the concept of character customization, power ups etc. You have to play it to really appreciate it's concept.

That ends up our part one of endless games. Although, I didn't get to talk a lot about game mechanics, however, one has to play these games to truly understand the mechanics. There are lots of endless games these days, some with great ideas. However, these games have been the milestones in the endless runner genre, in my opinion. And since, mobile games have been all about xerox, after xerox. These games are welcomed more, since they improve the genre even further. 

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