LOST: From Scene To Game

LOST: From Scene To Game
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The final season of LOST premieres this week, offering answers to the most pressing of questions such as what is the Smoke Monster, who is Jacob, what happened to our time-displaced heroes, did the hydrogen bomb blow up and did it create an alternate reality, but the question we all really want to see answered? Well, what happens once it all ends? A continuation of the television series is likely out of the question and a film adaptation seems kitschy. Perhaps we'll see the mythology live on in comic books or novels, but there's one place you're virtually guaranteed to continue the LOST experience -- through video games. It's been tried before in LOST: VIA DOMUS, but the 2008 game from Ubisoft failed to find an audience, likely due to its inability to capture the magic of the series' specific scenes.

When ABC and Disney decide to dabble in the LOST video game world again, I'd recommend that they draw inspiration directly from the show and create these five games as a result.

Island Golf: While everyone was busy trying to survive and get rescued, Hurley came up with a brilliant lifesaving idea of his own -- creating a golf course on the island. Such an activity isn't likely to save anyone from the Others or the dreaded Smoke Monster, but it's sure to save the group's collective sanity. In a video game version of the island sport, players could choose any of the show's main cast as their avatar of choice. Rather than being limited to Hurley's course, the game could use several of the island's most notable landmarks as courses, such as the wreckage of Oceanic Flight 815 and the Four Toed Statue.

Hatch Pong: After the Swan Station was destroyed, the survivors were able to salvage some wreckage for their beach camp, including the table top and net from a ping-pong table. Many a dispute would be settled over the table, including Jack and Sawyer's constant feud for Kate and Sawyer's own battle to reclaim his belongings from the other castaways. Just like Island Golf, players could choose which character to play as, but the best bet is probably Hurley -- he might not look like much, but he's got the best forehand of the bunch.

Backgammon Battle: One of the main recurring themes on LOST is the idea of good versus evil -- or, as John Locke explains to young Walt while teaching him the rules of backgammon, "There are two sides, two players. One is light, the other is dark." The same rules and thematic tension would apply when playing Backgammon Battle, a violent version of the classic game played throughout the show's first season. Each time a piece advances, the chosen character would implement an amazingly visual kill move towards his or her opponent -- Locke would throw one of his hunting knives, Jack would botch a surgical operation, Sayid would torture his enemy and Charlie would rock them to death.

The Barracks: One of the most strikingly bizarre aspects of LOST is the fact that there is a housing complex in the middle of the island. Known as the Barracks, this is where the DHARMA Initiative lived until The Others killed them and took up residency. After they left, the show's main cast shacked up in the Barracks for a handful of episodes, playing house, eating real food and using electricity for the first time in weeks. Honestly, it's not unlike THE SIMS, where normal people go about their normal business. The LOST version, of course, would have some interesting variations -- the inclusion of a menacing Smoke Monster and a heavily armed contingent of mercenaries, for instance -- but the Barracks could be a nice virtual getaway for our favorite castaways.

Button Up: Even the greatest of adventures have their boring moments from time to time. In the case of LOST, such boredom came in the form of the button, the Swan Station's central gimmick. Every 108 minutes, the castaways are tasked with entering a number sequence and pushing "execute" on a computer to reset the clock back to 108. Failing to accomplish this task results in an electromagnetic apocalypse that could threaten mankind. Such a catastrophic premise would be hard to translate into a compelling video game experience, but I think I have the right idea -- in this game, players would have to push the button every 108 minutes, but could still go around and do whatever they want in the meantime. If the gamer fails to push the button in time, however, his or her computer would explode. Genius idea or surefire way to repel prospective players from your game? You be the judge!