Thinking about how the raw gameplay of ‘move your blip to avoid other blips’ always seems to get a ‘kill or be killed’ narrative layered on it. How can this be changed?
Direct inversion: You are given reason to want to Not Kill. Imagine you are playing Pac-Man, but instead of being killed by the ghosts when they touch you, you kill them – and it is seen as a bad thing. Perhaps you may have similar penalties as ‘losing a life’: everyone goes back to their starting point, and you can only do it three times. Perhaps you lose 25% of your score. There would need to be some reason everyone wants to be near you, despite the fact your touch is deadly.
Another inversion: ‘Throw blops to keep other blips from touching your blip’ is pretty much always cast in ‘killing’ terms. How can we change this?
Throw blops to turn other blips into your friends. Slowly the game would change, from throwing the right blops to befriend each particular blip (pink blips love pink blops, horses love apples, seahawks fans love blue/green, cops love donuts…), into moving your immense horde of blips around. Until the camera had pulled back far enough that the individual blips were impossible to make out from the group. I imagine eventually you would fill the entire zone, and to do anything interesting you’d have to zoom down and pick one blip to go through a tiny gateway into the next zone; repeat with variations until the designer runs out of interesting ideas for gameplay and/or scenery.






