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Like I said before, making things over again is a style. Let's take this Pac-Man fellow. He's a thing, an object, a symbol, a blob, a ball, a man. The purpose of the game is not a development of any kind. There is no story, just consumption. Pac-Man's goal is simply to eat voraciously and to escape the ghosts which plague him. Occasionally with the help of a special 'meal' he can overcome him fear and defeat the ghosts that chase him down.
Now man is plagued by ghosts or inner demons. These chase him on a daily basis. They are everything from Inky, Blinky, Pinky, and whoever the fourth ghost was to Self-Doubt, Indecision, Hatred, and more. Consult the Seven deadly sins for the root of all evil. Without this threat of terminal disaster our Pac-Man would have only a complacent Pupa life with no drive to excel and surpass this inner turmoil. So our decision falls on whether these ghosts should be a external representation or something more personal. In this case let's make them external to enhance the immediate visualization of the game. Our enemies for a complete and full life. Greed, Lust, Envy, and more. They take the form of their most obvious symbolic counterparts. Greed is the lure of money, Lust is the lure of sex, Envy is the lure of another's power, Gluttony is the lure of food. You get the picture. Perhaps these items randomly appear in the game and although they have an immediate effect in the long run they inhibit the chance of furthering the life of the character.
The copyright of the article Pac-Man... Pac this!! in Designing New Games is owned by . Permission to republish Pac-Man... Pac this!! in print or online must be granted by the author in writing.
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