Is Impossible Impossible?
Impossible is a new game design I have been working on. It is a race game where players are racing to recognize and build hex-based designs of impossible geometry reminiscent of the work of M.C. Escher.
You can learn of the design in my previous article: Hex-tile Prototype: Impossible.
Basically players will be grabbing hex-tiles from the pile and trying to create the 2D representation of the impossible shape. The first player to complete the image places their meeple on the highest scoring spot. The next player to finish claims the next spot. And so on.
The game continues over a pre-determined number of rounds. Each round has a different impossible shape. After all rounds are completed the total points are added to decide the winner.
Mechanically this game works. It is mechanically simple, easy to learn and understand, can be set up and taught in 3 minutes. These are all great things for a game design.
So What’s Wrong?
I am a very visual person. I can recognize visual patterns. I can visualize 2D and 3D geometry quite well.
I’m beginning to feel as though I’m the only one in the world who can play this game.
In the past two weeks I’ve solo tested this and playtested it with three other people. Small sample group for sure. But those people are very intelligent people. I’ll test this further, but my inclination is that this game may just be impossible for some percentage of people to play.
According to a paper titled, Visual Spatial Skills (2003) , out of Penn State University, spatial ability is defined thusly:
Spatial ability is the over-arching concept that generally refers to skill in representing, transforming, generating, and recalling symbolic, nonlinguistic information. Spatial ability consists of mental rotation, spatial perception, and spatial visualization.
In the case of Impossible this is most definitely relevant. So what percentage of the population has spatial ability in their skill set?
This is from the Wikipedia page on Visual Thinking:
Research by child development theorist Linda Kreger Silverman suggests that less than 30% of the population strongly uses visual/spatial thinking, another 45% uses both visual/spatial thinking and thinking in the form of words, and 25% thinks exclusively in words. According to Kreger Silverman, of the 30% of the general population who use visual/spatial thinking, only a small percentage would use this style over and above all other forms of thinking, and can be said to be ‘true’ “picture thinkers”.
I’m starting to believe that I’m one of these so-called “picture thinkers.”
So it seems that 30% of the population strongly uses visual/spatial thinking. And a small subset of those use visual/spatial over all other forms.
Is visual/spatial required to be able to play Impossible?
My answer is, “yes.”
Marketability of Impossible
As a game designer I want to make games that are accessible to a large audience. The larger the anticipated audience is, the more likely the game is to signed by a publisher, and subsequently the more likely it is to succeed.
With 70% of the population not considered to be visual/spatial thinkers, that eliminates a huge percent of the potential audience for a game. I don’t think a publisher would be interested in a game that cannot be played by 70% of the population.
So at this point Impossible will earn a spot in my drawer of shame, where all my designs go to die when I decide to stop working on them.
I believe Impossible is a fun, quick, and interesting game that utilizes 3D geometry in 2D space. I think the artwork could make it look visually stunning. I believe it would fit at a good price point for a general audience.
Perhaps the best avenue for Impossible would be as an app for your phone or tablet. This would be quite easy to implement and then could be targeted specifically to people who would find it enjoyable. Who knows what the future holds for Impossible.