Bossa Studios lead designer Mike Bithell, whom you may remember as the creator of the 24-hour project Thomas Was Alone, knows a thing or two about coming up with compelling game concepts. We're not surprised that he recently turned his sights on gameifying one of our favorite movies of 2011 so far: Source Code. On his personal blog, Bithell explained how the film's penchant for Groundhog Day-esque repetition would translate over to a game mechanic, even drawing a handy diagram to illustrate his ideas.
Personally, we'd love for his vision to come to fruition, if only to achieve our dream of getting our Gyllenhaal fix in a video game format. We can't just keep playing Prince of Persia: The Sands of Time and pretending, you know. It's not healthy.
Reader Comments (8)
Posted: Apr 4th 2011 3:33PM theenglishman said
I saw Source Code last night and really enjoyed it. Although I got more of a Majora's Mask impression than Groundhog Day, perhaps because the end of each cycle was massive destruction rather than the end of the day.
Posted: Apr 4th 2011 3:39PM TheShaper said
Source code, eh? Sounds interesting.
Posted: Apr 4th 2011 3:44PM Sophism said
Ghost Trick: The Movie: The Game?
Posted: Apr 4th 2011 4:09PM mguniverse said
I would play it.
Posted: Apr 4th 2011 4:46PM PercyChuggs said
I only saw Source Code to support Duncan Jones, since I love Moon. I was entertained, but wasn't blown away. Not surprised considering the guy who actually wrote the movie has such masterpieces as Species III on his resume.
Posted: Apr 4th 2011 5:52PM Alexisonfire said
But I thought all games were created based on their source code?
...
*sad trombone*
...
*sad trombone*
Posted: Apr 4th 2011 7:09PM Mortim said
Haven't seen the film yet, but had that unshakeable impression that at least twenty minutes of the film was going to be spent violently banging my head against a brick wall in response to every mis-interepreted technological term or plot mechanic used *cough*Eagle Eye*cough*.
Glad to see that doesn't appear to be the case. The concept seems to be interesting enough to work. I think for it to have real depth though, I would personally have the focus on not just the players memory of an action and its outcome, but on a accumulated knowledge of a persons motives or likely reactions at the character level. So you can sweet-talk your way into somewhere because you've gradually built up enough information to 'press all the right buttons'.
Or have the whole game timed, to reset the clock every 30-60mins. Certain scenarios can be started at precise times, and will take place differently depending on how you've changed the setting.
As far as puzzle/mystery gaming goes, the very mechanic of constantly living the same time segment holds a lot of potential.
Glad to see that doesn't appear to be the case. The concept seems to be interesting enough to work. I think for it to have real depth though, I would personally have the focus on not just the players memory of an action and its outcome, but on a accumulated knowledge of a persons motives or likely reactions at the character level. So you can sweet-talk your way into somewhere because you've gradually built up enough information to 'press all the right buttons'.
Or have the whole game timed, to reset the clock every 30-60mins. Certain scenarios can be started at precise times, and will take place differently depending on how you've changed the setting.
As far as puzzle/mystery gaming goes, the very mechanic of constantly living the same time segment holds a lot of potential.
Featured Stories
Super Joystiq Podcast 004: 38 Studios meltdown, Gravity Rush, Civilization 5: Gods & Kings, Dragon's Dogma
Posted on May 25th 2012 3:30PM




