Chapter 19. Objects and Locations

In game terms, an object is generally a collection of graphics and associated code that represents a piece of the overall game system. It has attributes that give it uniqueness and possibly behaviors within the game context. In addition, it may have relationships with various other objects, characters, and other aspects of the system. Object qualities, relationships, and functions may change as contexts change. For instance, an object might be charged or depleted, full or empty, intact or destroyed, broken or fixed, and so on. In each of these cases, certain qualities of the object have changed, and their perceived value, utility, and function in the game have also changed. Some objects have the special quality of being interactive with characters in the game. Others do not.

Objects can be representations of familiar items, such as bottles and a haunch of meat or a gun or a bowler hat. But in games, because these objects are simply art and code, they can be anything imaginable, so they don’t have to conform at all to our conventional concepts of reality. For instance, something that appears to be a machinegun might simply be used to spread flowers, or it might be some kind of speaker system—it could even “shoot” musical notes, themselves objects in the game. We can make anything we want in our virtual worlds. Sometimes, however, we have to make things conform more or less accurately to physics, history, and what we think of as reality.

A problem many games have is that they take place in the “real world.” Sometimes you simply have no choice—for example, if you are making a game based on a TV show or movie. So, for example, you might end up having to make a “fun” level from a boring office building or a car chase on a freeway (yawn). So you start thinking about these familiar locations, what you could find there, and what you can use (as a designer) to create interesting gameplay. It’s like reinventing the wheel (so to speak) each time, because anyone else who has made a driving section on freeways has had to do the same work.

The real purpose of this chapter is to help you see what objects might be relevant to gameplay without you having to spend a lot of time considering your locations. However, what I really hope is that you’ll also consider new and different ways to use these objects. Simply by looking down these lists and thinking, “How can I use that in my game?” you may come up with some novel applications. And by looking at the first section, “Some Qualities an Object Can Have,” you may find ways to make even seemingly ordinary objects far less ordinary.

This chapter contains information to help you populate your worlds with interesting objects. For more information about the interactivity of environments, see Chapter 17, “Game Worlds,” and for some ideas on how to use objects in games, see Chapter 27, “Puzzles,” Chapter 25, “Barriers, Obstacles, and Detectors,” Chapter 26, “Traps and Counter Traps,” Chapter 33, “Historical and Cultural Weapons,” and Chapter 34, “Standard Modern Weaponry and Armor.”

In this chapter:

Some Qualities an Object Can Have

All objects have qualities that describe them and, as it is in the real world, these qualities affect the meaning and value we give them. For instance, diamonds in the real world are prized for their high refractive index, their transparency, their hardness, their relative rarity, and the quality that allows us to shape them in pleasing forms. So diamonds, which we tend to think of as having an intrinsic value, actually have many values—as jewelry, as an investment, as a target for theft, as a symbol of marriage in a ring, as a “girl’s best friend,” and so on.

Similarly, objects in games may have different qualities and different values, based on the game and the player’s needs and expectations. Some of the qualities and values of objects in games may coincide directly with their qualities and values in the real world, but in specific cases, a game object has special meaning. A wolf’s hide in the real world has some value, perhaps to make a coat or to use as a trophy of some sort. In a game, collecting 10 wolf hides may be necessary to satisfy the conditions of a quest or mission, or they might even be used as an alchemical ingredient. So objects in games can be evaluated based on their value to the player and their utility within the world, based on the context in which they are introduced. As another example, diamonds in games can be all of the things they are in the real world. They could also have magical qualities, or they might be the object of a quest, a key component to a fantasy machine, or something to use to bribe someone. In many games an ordinary healing potion or medical kit is useful but not highly valued (except when you really need one). On the other hand, a similar object that is very rare and that makes you invulnerable for a couple of minutes might be valued far more than the relatively common healing item.

Pretty much anything in a game is an object, though in this chapter we primarily refer to items that are found in various settings and locations. NPCs are also objects, as are creatures, weapons, armor, and so forth. Even a spell, which has no visible representation but is simply something learned by the player or a skill he uses, is an object in that it has utility and can affect the game environment when its qualities are exploited. It can be owned or possessed, but it is represented by some programming code and maybe an icon or entry in a “spell book” or something. It may also have a visible effect, but there is not necessarily an object called Fire Spell or Healing Level One. Still, these spells and acquired skills have some qualities, like many (if not all) objects in a game environment.

Every object has qualities associated with it. Not all objects have all qualities, but there is considerable range in describing objects, and that’s good news because it means you can be incredibly creative when designing and conceiving of objects for your games. Even though the list of qualities an object can have is practically infinite, that vastness of potential can open great vistas of opportunity. So, I hope you’ll use the following lists to inspire and spark ideas for new items. For instance, we generally think of a nuclear blast as something huge and devastating. What about the world’s smallest nuclear explosion? As always, use these lists as suggestions, and by all means come up with your own entries and examples.

Size

These are ranges:

  • Sub-Atomic – Microscopic – Tiny – Small – Large – Huge – Massive – Moon-Sized – Planet – Dwarf Star – Red Giant – Solar System – Galaxy – Universe – Infinity

  • Narrow – Wide – A Barn – An Aircraft Hangar – The Great Wall of China

  • Miniscule – Short – Tall – Gigantic

  • Molecular Width – Thin – Average – Thick – Thicker – Thickest

Shape

  • Round/spherical

  • Elliptical

  • Square/cubical

  • Rectangular

  • Pyramidal/triangular

  • Regular

  • Irregular

  • Random

  • Cone-shaped

  • Star-shaped

  • Spiky

  • Curved

  • Fractal

Material Qualities

  • Flexible

  • Stiff

  • Hard

  • Soft

  • Malleable

  • Retains shape when deformed or impacted

  • Brittle

  • Shrinkable

  • Expandable

  • Luminescent

  • Transparent

  • Translucent

  • Opaque

  • Semi-transparent

  • Shiny

  • Dull

  • Albedo—low to high

  • Gaseous

  • Liquid

  • Solid

  • Frozen

  • Absorbs/does not absorb liquids

  • Floats on water

  • Reactive

  • Radioactive

  • Explosive

  • Produces heat

  • Produces cold

  • Produces gasses

  • Caustic

  • Rough

  • Smooth

  • Visible

  • Invisible

  • Dangerous

  • Deadly

  • Sticky

  • Slippery

  • Magical

  • Ordinary

  • Deteriorating

  • Indestructible

  • Electrical conductor

  • Electrical semiconductor

  • Electrical insulator

  • Is magnetic/magnetized

  • Is attracted to magnets

  • Can/cannot be magnetized

Material Types

  • Stone

  • Wood

  • Earth/dirt

  • Metal

  • Liquid

  • Ionized

  • Gas

  • Pottery/clay/ceramic

  • Crystalline (gemstone)

  • Acid

  • Futuristic/alien

  • Living cellular

  • Etheric

Color

  • The whole spectrum

  • Solid

  • Partial/mixed

  • Swirling

  • Changing

  • Adaptive

  • Lack of (invisible)

  • Level of opacity

Mass/Weight

  • Heavy

  • Light

  • Average

  • Dense

  • Black hole

  • Diffused

  • Variable

Movement

  • In motion

  • Still/motionless

  • Erratic

  • Moving inwardly, still outwardly

  • Circular

  • Revolving/spinning

  • Orbiting

  • Fast

  • Slow

  • Very fast

  • Very slow

  • Falling

  • Flying

  • Rising

  • Jumping

  • Aiming

  • Searching/scanning

  • Periodic (like a pendulum or alarm sweep)

  • Exploding

  • Imploding

  • Pulsating

  • Vibrating

  • Shaking

Temperature

  • Hot

  • Cold

  • Freezing

  • Melting

  • Stable

  • Unstable

  • Radiating

  • Absorbing

  • Absolute zero

  • Inferno

  • Burning

  • Glowing

  • Molten

  • Steaming/boiling

  • Within normal range (whatever that is)

Value

  • Important

  • Unimportant

  • Insignificant

  • Crucial/critical

  • Coveted

  • Priceless

  • Ignored

  • Undiscovered

  • Reviled

  • Feared

  • Misunderstood

Aesthetics

  • Beautiful

  • Ugly

  • Repulsive

  • Entrancing

  • Odd

  • Mysterious

  • Sexy

  • Boring

  • Beguiling

  • Perfect

  • Imperfect

  • Ruined

  • Damaged

  • Irresistible

  • Exquisite

  • Horrifying

  • Disgusting

Age

  • Old

  • New/young

  • Recent

  • Ancient

  • Indeterminate

  • From the future

Condition

  • Perfect

  • Imperfect

  • Good

  • Bad

  • Damaged

  • Defaced/vandalized

  • Ruined

  • Rusted/corroded

  • Scratched

  • Scraped

  • Dented

  • Bent

  • Twisted

  • Cracked

  • Crushed

  • Broken

  • Scarred

  • Stained

  • Smeared

  • Smudged

  • Erased

  • Splintered

  • Patched

  • Fused

  • Open

  • Closed

  • Locked

  • Unlocked

  • Cursed

  • Full

  • Empty

  • Half-full

  • Half-empty

  • Unused

  • Partially used

  • Used up

  • Worn

  • Shabby

  • New

  • Aged/old

Other Qualities of Objects in Games

  • Lost

  • Found

  • Boring

  • Interesting

  • Necessary

  • Useful

  • Useless

  • Coveted/priceless

  • Worthless

  • Has some value

  • Mysterious

  • Ordinary

  • Extraordinary

  • Super

  • Rare

  • Good

  • Evil

  • Safe

  • Dangerous

  • Radioactive

  • Funny

  • Absurd

  • Scary

  • Out of place

  • Intentional

  • Magical

  • Activated

  • Inactive or deactivated

  • Limited uses

  • Combinable with other objects

  • Mutable (can change form)

  • Consumes resources on use

  • Requires specific ability, skill level, and/or other object to use

  • Imbued with special abilities/powers

  • Can be created/constructed

  • Is sentient/intelligent

  • Can talk

  • Can operate autonomously

  • Form and function differ (doesn’t look like what it is)

  • Can/cannot be given, traded, or lost

  • Can/cannot be used as a weapon

  • Can/cannot be thrown

  • Can/cannot be dropped

  • Can/cannot be broken

  • Can/cannot be repaired

  • Can/cannot be destroyed

  • Solid

  • Hollow

  • In machines:

    • Is electrical

    • Internal combustion power

    • Steam power

    • Manual power

    • Moving parts

    • No moving parts

    • Requires external energy source

    • Can convert its own energy

  • Interactive

  • Non-interactive

  • Can be lifted, carried, dragged, pushed, or rolled

  • Can be used to hide or as cover against attacks

  • Can be worn by a player

  • Can hold/contain other objects

  • Can be eaten or drunk

  • If eaten or drunk, is poisonous, intoxicating, hallucinogenic, healing, or damaging; or tastes really good or really bad; or makes you bigger or smaller; or has some other specific effect (stronger, faster, smarter, etc.)

  • Nullifies or enhances magic

  • Improves or harms health

  • Recharges abilities

  • Contains information in the form of text or other sorts of clues

  • Functions as a key

  • Acts as a vendor (sells or supplies other objects to players)

  • Acts as a catalyst or necessary tool for some player-enabled creative process (such as an alchemist’s table, which is necessary to make potions using alchemy skills, or a forge for making weapons and armor)

  • Allows players to save/load a game

  • Relevant to the game

Relevance to the Game

The last item in the previous list referred to relevance, which is a contextual quality. The relevance of an object may change as the game progresses, but it is a quality that matters to the player and to the designer. An object in the environment may seem innocuous until story elements reveal its importance or function. From a gameplay perspective, an object can be useless for much of the game but suddenly become very useful. Think of the burnable bushes in the original Legend of Zelda. They weren’t meaningful until you gained the power to burn them and reveal hidden secrets by doing so.

Some objects are useful throughout the game—a vending machine that dispenses sodas that replenish your energy, for instance. In contrast, a vending machine that does not dispense anything or that dispenses items without any use whatsoever is merely a prop and, in the context of this discussion, is irrelevant.

In some games, books reveal clues and important information, and in that context they are relevant. In other games, books are merely cosmetic, and they have no impact on the plot or gameplay. They may contain nice stories, and if the player enjoys reading those stories, then they achieve some relevance for entertainment value; however, in the more serious context of the game design, they are essentially irrelevant.

Here’s a very short list of items that could be relevant to the player for different reasons.

  • Terrain Objects. Generally, objects in game terrains have little purpose, but the more interactive the environment, the better. Think about ways that ordinary objects can achieve meaning/relevance to the player. For instance, telephone poles are destructible, they can be used as obstacles, you can knock them down to block a passage or to land on enemies, or you can climb them or read notices posted on them.

  • Telephones. Call a contact, receive a call, destroy or disconnect the phone to cut off communications, or use the phone to make calls to gather information or to determine whether someone you’re after is home. Throw a phone, plant a bug in one, hide a clue inside, examine a cell phone address book for clues, and so on.

  • Traffic Signs. Remove one to cause a traffic accident or to misdirect someone, deface one by shooting it and leaving bullet holes, collect one for your house, find a message taped on the back of one, use one as a shield, and so on.

  • Storm Drains. Clog one up to cause a flood, unclog one to clear up a flood, hide items inside, have monsters appear from them, and so on.

  • Murals and Other Wall Art. Use gang signs as clues, allow players to spray paint graffiti, notice the artist’s style and seek them out as part of a storyline, use them to display clues about the world the player is in, and so on.

  • A Shopping Cart. Use it to carry items, as a weapon, to help move a wounded comrade to safety, to cause a traffic accident, as a diversion, as an obstacle to impede pursuit, and so on.

  • Drainpipes on Buildings. Use them to climb or to destroy. Repair them to solve a problem, rip one from the wall and use it as a weapon, or rip one from the wall and use it as the barrel of a makeshift cannon or giant blowgun (for a giant, presumably). Use it as a design element when creating your own house, hide objects inside, use it as a portal for enemy creatures, and so on.

  • Spatula. Make eggs, put one on heat and then use it as a burning weapon, removing something stuck to a surface, use it as an emergency paddle on a small boat, sharpen it into a weapon, use it as the key to a special lock, and so on.

  • Fork. Use it for eating (of course), but also for poking, stabbing, completing a circuit, grabbing something just out of reach, as a makeshift lock pick (by bending the tines), as a source of metal, and so on.

  • Paperweight. Use it as a gift for someone special or hide a clue in it. Perhaps real people have been imprisoned in it.... Throw it at an enemy or to break a window. Perhaps gazing into it hypnotizes the gazer, and so on.

  • Broom. Use to clean up (of course), use the handle as a makeshift staff, use the bristles to light a fire, use it to move something just out of reach, sharpen the handle into a spear, make a set of nunchucks, and so on.

  • Zip Ties and Duct Tape. If you can’t think of dozens of things to do with zip ties and duct tape, you’re not thinking.

  • Deck of Cards. Hide clues, tell fortunes, gamble or make important wagers with enemies, throw them to distract someone, do magic tricks, pass the time playing Solitaire, use them to give people paper cuts, and so on.

Objects by Locations

The following lists can give you a good start when you’re planning an art list and designing game environments. This is by no means the whole enchilada. But as a handy-dandy starting point, the objects listed in the following locations can give you a quick start and save you time trying to visualize what to put in your game spaces. More than that, think about how to use these objects interactively. Most of them can be used to do something—as weapons or lock picks, for instance. With creativity, you can make almost any of the objects in these locations useful or at least interactive.

Street and Vehicle Objects

The following lists include items you might find on streets and freeways and on vehicles.

Basic Freeway Elements

So what objects make and are on a freeway? It’s not a short list when you really scratch your head and think about it, but if you are making a driving game that takes place in or around a city, here are some of the things you will want to consider.

  • Straight road (wide or narrow)

  • Curve left (wide or narrow)

  • Curve right (wide or narrow)

  • Hill down (gentle or quite steep)

  • Hill up (gentle or quite steep)

  • Wide bridge (for cars/trains/etc.)

  • Narrow bridge (for bikes/pedestrians/etc.)

  • Bridges over water

  • Toll bridges

  • Telephone and electrical poles

  • Light poles

  • Lit area (various kinds of lamps)

  • Construction areas (holes/cones/repairs/special vehicles)

  • Detour or redirection

  • Accident areas (flares on road/trashed vehicles/damaged property)

  • Jackknifed big rigs

  • Breakdown areas (vehicle on jack/tow truck, etc.)

  • Emergency phones

  • Traffic (slow or moving)

  • Speeders and reckless drivers

  • Big trucks and semis

  • Lane separators, opposite directions (road lines [see below]/mud/concrete/railing/fence/vision-blocked fence/earth or grass median)

  • Lane separators, same direction (road lines [see below])

  • Road lines (solid white, double solid white, solid yellow, double solid yellow, dashed, dashed with reflectors and bumps, worn out and barely visible)

  • Police crossings (plastic poles or dirt paths)

  • Trash (shredded tires, hubcaps, papers, small rock debris, bottles, ashtray dumps, road kill)

  • Birds (crows, ravens, vultures, seagulls, chickens, wild turkeys, hawks, etc.) eating trash and road kill or just crossing the roadway

  • Animals (cats and dogs, cows and horses, deer, squirrels, rabbits, skunks, raccoons, opossum, coyotes, bears, alligators, mice, snakes, lizards, frogs and toads, etc.)

  • Dead animals

  • Flat terrain

  • Hilly terrain

  • Mountainous terrain

  • River valleys

  • Deserts

  • Forests

  • Jungles

  • Things that fell from cars and trucks (old bicycles, furniture, pet carriers, crates of chickens, a coffin, a huge pile of garlic, somebody’s grandma strapped to a chair, a bag full of stolen money—the stranger the better)

  • High raised freeway—straight

  • High raised freeway—banked left

  • High raised freeway—banked right

  • Overpasses

  • Off-ramps (including crossing roads to return on-ramp)

  • On-ramps

  • Metered on-ramps

  • Pedestrian overpasses

  • Lane merging (such as from four lanes to three lanes)

  • Lane addition (such as from three lanes to four lanes)

  • Hard shoulder (British term for the lane that you are not allowed to drive on but you can use if your car breaks down)

  • Dead men’s fingers (British term for the area with the white chevrons painted on the exits that you are not supposed to drive on)

  • Snowy or icy passes

  • The yellow barrels (for impacts before concrete dividers)

  • Police blockages (using cars/fences/etc.)

  • “Rumble” painted lines on the sides of the road

  • Reflectors or “cat’s eyes” on the lane markings

  • Traffic lamps (used on on-ramps during rush hour)

  • Freeway signs/sign bridges (often surrounded by barbed wire)

  • Billboards

  • Graffiti

  • Major construction (all the complex wooden lattice supports, tarps, containers, portable toilets, piles of sand, etc.)

  • Stalled cars

  • Hitchhikers and other pedestrians (guy walking with a gas can, derelict, hiker)

  • Police cruisers and motorcycles (stalking or just driving)

  • Airplanes and helicopters in the air

  • Electrical and phone wires and poles

  • Lakes and large rivers

  • Farms (in the country)

  • Railroad or municipal commuter trains paralleling the highway for a time

  • UFOs (especially in desolate stretches)

  • Indications of previous accidents (skid marks/broken glass and other debris/spilled paint/burnt-out cars/marks/oil marks, etc.)

  • Toxic spills

  • Expansion seams (usually on bridges or raised freeways)

  • Heavy, rusty metal cover plates (covering construction holes in the road)

  • Drains and gratings (storm and rain drainage)

  • Rocks/boulders

  • Potholes, cracks, and ruts

  • Crack-repair tar (making those squiggly lines over the road surface)

  • Traffic cameras (mounted on poles and bridges)

  • Lamp poles (various kinds, single head, multi-head, leaning)

  • Construction lamps/flashing lights/flashing arrows

  • Carpool lane

  • Islands/sound barriers/high cement walls/trees

  • Murals on support walls

  • Tunnels

  • Middle of lanes darker due to dripping oil from cars

  • Gas stations

  • Restaurants

  • Rest areas

  • Truck stops

  • Weigh stations

  • Toll booths

  • Turnouts

  • Water on road (risk of hydroplaning)

  • Ice on road (risk of skidding)

  • “Brakes-out” exit (run-off) in mountainous area

  • Multilevel road (meaning one lane is higher than the other, with a small slope down to the lower one)

City Streets Objects

Many of the same objects and features found on freeways can also be found on city streets. However, city streets will also have many additional features. In fact, given the immense variety of possible objects found in, on, and around city streets, no list could possibly be complete. Here are some ideas, however:

  • Straight (wide or narrow)

  • Curve left (wide or narrow)

  • Curve right (wide or narrow)

  • Hill down (gentle or quite steep)

  • Hill up (gentle or quite steep)

  • Corner intersection

  • Blind-corner intersection

  • Major intersection

  • T intersection

  • Railroad or mass transit crossing

  • Bus lane

  • Bus stop

  • Subway entrance/exit

  • One-way streets

  • Freeway on-ramps and off-ramps

  • Street signs

  • Advertising signs

  • Shops of all kinds

  • Office buildings

  • Malls

  • Mini-malls

  • Street vendors

  • Street performers

  • Bicyclists

  • People going to and from work

  • Homeless people

  • Loiterers

  • Animals (varies with size of city—can be dogs, cats, pigeons, etc.)

  • Wide bridge (for cars, trains, etc.)

  • Drawbridges

  • Multi-deck roadways

  • Raised rail lines

  • Narrow bridge (for bikes, pedestrians, etc.)

  • Lit area (various kinds of lamps)

  • Construction areas (holes/cones/repairs/special vehicles)

  • Accident areas (flares on road/trashed vehicles/damaged property)

  • Traffic cameras (mounted on poles and bridges)

  • Traffic lights

  • Stop signs

  • Yield signs

  • One-way signs

  • Other street signs (no parking, no entry, bus routes, etc.)

  • Other cars and trucks—driving or parked

  • Lamp poles (various kinds, single head, multi-head, leaning)

  • Drains and grates (storm and rain drainage)

  • Busses and rail systems, such as cable cars and raised rail

  • Bus stops, with or without benches, covered or not

  • Subway stations

  • Narrow alleys

  • Mirrors (in European cities to see around corners in areas with especially narrow streets)

  • Cobblestone streets

  • Brick streets

  • Trolley tracks in streets

  • Sidewalks

  • Pedestrian crosswalks

  • Potholes and ruts

  • Manhole covers

  • Drainage grates

  • Detours and construction

  • Blocked streets

  • Traffic jams and gridlock

  • Pedestrians (all kinds)

  • Trash (including bottles, twisted metal)

  • Trashcans (large and small)

  • Gutters

  • Multi-lane streets (major arteries)

  • Lane narrowing or merging

  • Bus-only lanes

  • Parked cars, trucks, and busses

  • Delivery vans and trucks

  • Parades, picketing, and protest marches

  • Colorful characters

  • Newspaper kiosks and vending machines

  • Storefronts (including liquor stores, gun shops, pharmacies, groceries, restaurants/delis/cafés, etc.)

  • Churches and meeting halls

  • Parking lots (simple or elaborate multi-story, above ground or underground, etc.)

  • Landmarks (such as city halls, opera buildings, museums, convention centers, large hotels, etc.)

  • Billboards and other signs

  • Graffiti

  • Construction sites (steel beams; wooden planks; tools such as riveters, nail guns, saws, hammers, screwdrivers, etc.)

  • Vacant lots

  • Vacant houses/apartments

  • Prostitutes

  • Transients, homeless people, beggars, crazy people

  • Hotels/motels

  • Crack/meth houses

  • Gang members

  • Neighborhoods (predominantly ethnic)

  • Neighborhoods (wealthy or poor)

  • Garage sales and street sales

  • Flea markets/swap meets

  • Docks

  • Warehouses and factories

  • Electrical and phone wires

  • Power stations

  • Bicycles and scooters

  • Valet parking

  • Gas stations

  • Fast-food drive-throughs

  • Bank drive-throughs

Roadside Objects

This includes things that can block, things that can hurt, things that can distract, things that can damage, and things that can be used as weapons.

  • Orange/reflective white traffic cone (light, no damage to car)

  • Orange/white painted wooden sign (A-shaped/striped)

  • Orange plastic pole cones (used as medians to separate traffic)

  • Portable wooden barricade (for instant roadblocks)

  • Portable construction barricade (“Road Construction Ahead”)

  • Crashed or abandoned vehicles

  • A shopping cart

  • Kids playing in the street

  • Sidewalk sales

  • Barricades (various kinds, including wooden barriers, cars, armed soldiers or police, etc.)

  • Toll booths (the hut style with window)

  • Wooden barricades (for toll booths, the arm that lowers down)

  • Flashing stoplights (for train tracks and streets)

  • Metal pole barricades (for train tracks, with big stop signs)

  • Train tracks (makes cars jiggle)

  • Curbs (different colors—concrete/white/red/yellow/green/blue)

  • Drainpipes on buildings (can clip off a wing mirror)

  • Sidewalk end ramp (where pedestrians cross)

  • Speed bump—long (long, shallow one)

  • Speed bump—short (D-shaped bump)

  • Cat’s eyes (small reflectors on road)

  • Orange bump (bump the size of half a grapefruit for traffic-lane definition)

  • Pothole (dip in road)

  • Cement road separator (curved—used to separate traffic)

  • Metal barrier (used to stop you driving off the edge of an embankment)

  • Plastic barrels (used where lanes split on the freeway)

  • Pillars (separating traffic in tunnels)

  • Statue (can be destroyed)

  • Fountain (large and flat, can be crossed)

  • Flagpole (on sides of buildings)

  • Signposts

    • Stop

    • Bus stop

    • Yield

    • Speed limit

    • One-way

    • No parking

    • No entry

    • No exit

    • Freeway exit

    • Train crossing

    • Hotel

    • Loading zone

    • Freeway markers

  • Mailboxes (sidewalk style)

  • Trashcans (old “Oscar the Grouch” style)

  • Trashcans (the permanent city type, with a logo)

  • Trashcans (the wire mesh type)

  • Dumpsters (alleyway)

  • Bus shelter (made of glass—explodes when you hit it)

  • Black plastic bags of trash (alleyway)

  • Cardboard boxes of trash (alleyway)

  • Crates of empty bottles (alleyway)

  • Phone booths

  • Patio furniture (for the front of a café, chairs/table/umbrella)

  • Trash (paper/leaves that get thrown up into the air as you pass)

  • Trash (broken glass or metal that can damage tires)

  • Large puddles that might kill an engine or at least slow you down and splash a lot

  • Trees (small)

  • Trees (large)

  • Burning police flares (around old accidents)

  • Bushes (3 feet)

  • Bushes (6 feet)

  • Manhole cover

  • Park bench (for grassy areas)

  • Parked bicycles (leaning on their kickstands)

  • Parked motorcycles

  • Badly parked cars sticking out into the roadway

  • Construction materials that have fallen off a truck, such as 2×4s or piles of sheetrock, tools, nails, etc.

  • Fruit vendor stand

  • Hot-dog stand (the cart style on a street corner—spews hot dogs when hit)

  • Magazine vendor stand (throws papers if you hit it)

  • Boxes on the street that sell newspapers (throw papers if you hit them)

  • Electrical wiring box (throws sparks in air if you hit it)

  • Downed electrical or telephone wire

  • Fire hydrant (gushes water into the air when struck)

  • Parked cars (by the side of the street)

  • Traffic lights (need light bulbs)

  • Walk/Don’t Walk lights (for crossings)

  • Gates (metal bars)

  • Sand piles

  • Picket fences (around the homes)

  • Chain-link fences (wire mesh—noisy when hit)

  • Lamp posts (the L-shaped overhanging version)

  • Lamp posts (the decorative version—breaks off—sparks come from base)

  • Telephone poles (very difficult to break!)

  • Parking meters (throw coins if struck hard...they do a nice lopsided spin)

  • One-way spikes on exits

  • Nails and screws on the roadway—can flatten tires

  • Caltrops

Vehicle Objects

  • Wheels

  • Tires

  • Hubcaps

  • Hood

  • Trunk (British: boot)

  • Engine (multiple components)

  • Battery

  • Front fender

  • Rear fender

  • Doors

  • Door handle

  • Hatchback

  • Side van doors

  • Truck bed (various sizes)

  • Pickup-truck canopy cover

  • Front-door windows

  • Rear-door windows

  • Rearview window

  • Front windshield

  • Side mirrors

  • Rearview mirror

  • Rearview mirror ornaments

  • Headlights

  • Tail/brake lights

  • Backup lights

  • Interior lights

  • License-plate lights

  • Side panels

  • Exhaust pipe/system

  • License plate

  • License-plate holders

  • Steering wheel

  • Roof

  • Gas pedal

  • Brake pedal

  • Clutch (if applicable)

  • Gearshift(s)

  • Glove box

  • Center storage compartment

  • Front and rear seats

  • Emergency-brake lever or pedal

  • Radio/stereo/CD player/hand’s-free cell phone system/DVD player

  • Cup holders

  • Aerial/antenna

  • Pedals

  • Seatbelts

  • Airbags

  • Front grille

  • Suspension

  • Manual gearshift

  • Automatic gear stick

  • Key

  • Dashboard

  • Cab lights

  • Radio/CD player

  • Dashboard knobs

  • Dashboard ornaments

  • High beam

  • Spare tire

  • Windshield wipers

  • Axles

  • Hazard lights

  • Bumpers (front and rear)

  • Trailer hitch (front or rear)

  • Jack

  • Lug wrench

  • Spare fuses

Road Surfaces

  • City streets (tarmac/asphalt/cobbled/brick/concrete)

  • Underground/tunnels/etc.

  • Tarmac (airport taxiways or open-surface parking lots)

  • Weather-related (ice, snow, standing water, etc.)

  • Metal (as on metal bridges)

  • Grassy areas (parks, etc.)

  • Paved pedestrian areas

  • Freeways

  • Off-road/countryside terrain

  • Country roads

  • Aqueducts

  • Parking structures

  • Racetrack

Household Objects

This includes bedrooms, kitchens, bathrooms, attics, basements, garages—if you can’t find something interesting to do with this lot, keep thinking....

  • Ice pick

  • Knife (various kinds)

  • Cleaver

  • Spatula

  • Fork

  • Pantry

  • Meat locker

  • Wine cellar

  • Trapdoor

  • Plates and glassware

  • Pans hanging from ceiling

  • Blender

  • Toaster

  • Toaster oven

  • Microwave

  • Glass bowl

  • Ceramic bowl

  • Steel bowl

  • Cooking pots—tiny to huge

  • Grater

  • Hot plate or hot griddle

  • Sink full of water

  • Coffeemaker

  • Espresso maker (with milk steamer)

  • Foreman Grill

  • Seal-a-Meal

  • Garlic press

  • Plastic and Ziploc bags

  • Stool (wood, metal, or plastic)

  • Burner cover (from stove)

  • Refrigerator

  • Stove/oven

  • Dishwasher

  • Sink sprayer

  • Sponges

  • Steel wool

  • Cleansers (soaps and abrasives)

  • Dishware (plates, cups, glasses, bowls, etc.)

  • Silverware (spoons, forks, knives, etc.)

  • Huge spoons, forks, and knives

  • Anything cast iron

  • Egg timer

  • Ashtray (various shapes and sizes)

  • Fireplace tools (pokers, shovels, bellows, etc.)

  • Lamps (floor and table)

  • Ceiling fans

  • Heaters (portable/electric)

  • Wall sockets

  • Breaker boxes

  • Exposed electrical wiring

  • Vacuum cleaner

  • Mop

  • Broom

  • Duster

  • Washer

  • Dryer

  • Detergents

  • Bleach

  • Glass cleaner

  • Floor cleaners and waxes

  • Furniture polishes and waxes

  • Other household chemicals

  • Guns (on walls or in cases)

  • Trophies (on walls)

  • Collectible objects (could be stamps, coins, dolls, plates, Hummels, weapons, musical instruments, baseball cards, Magic: The Gathering cards, etc.)

  • Swords and other weapons used ornamentally

  • Paintings and photographs

  • Decorative vases and bowls of flowers or fruit

  • Picture-hanging wire

  • Electrical cords

  • Bar

  • Liquor bottles

  • Marks on walls (could be bloodstains, dark or light sections marking where something used to be, bullet holes, etc.)

  • Rugs (various shapes and sizes)

  • Chairs (various kinds)

  • Tables (various kinds)

  • Beds

  • Blankets and sheets

  • Pillows

  • Dressers

  • Cabinets (various kinds)

  • Bed tables

  • Clothes hanging in closets (or laying on the floor)

  • TVs

  • VCRs/CD players/DVD players

  • Camcorders

  • Stereos

  • Radios

  • Telephones

  • Game consoles

  • Computers

  • Domestic robots

  • Musical instruments (piano, guitar, banjo, flute, drum, etc.)

  • Pool table (plus balls, triangle, and cue sticks)

  • Ping-pong table

  • Floor safe

  • Wall safe (probably hidden)

  • Mirrors of all kinds

  • Hairdryer

  • Bathtub or sink full of water

  • Toilet

  • Toilet paper and dispenser

  • Shower

  • Showerhead

  • Shower door (glass)

  • Pharmaceuticals in medicine cabinet

  • Towels

  • Plumber’s helper/plunger

  • Toilet brush

  • Jewelry

  • Watches

  • Iron

  • Ironing board

  • Washer

  • Dryer

  • Tissue

  • Pens and pencils

  • Clocks (all kinds)

  • Books and bookshelves

  • Chandelier

  • Stairs

  • Banister

  • Balcony

  • Paperweight

  • Letter opener

  • Jewelry box

  • Hunting knife

  • Machete

  • Hand tools (hammer, screwdriver, wrench, crowbar, saw, etc.)

  • Power tools (saw, router, nail gun, chainsaw, weed whacker, drill [and bits], etc.)

  • Garden hand tools (picks, shovels, forks, etc.)

  • Ladders

  • Lawnmower

  • Pesticide

  • Pesticide sprayer

  • Fertilizers

  • Other garden chemicals

  • Posthole digger

  • Paints

  • Hose

  • Pool cleaner

  • Swimming pool (various kinds and sizes)

  • Diving board

  • Children’s toys (such as old rocking horse, skates, skateboards, etc.)

  • Sports equipment (including bats, clubs, balls, etc.)

  • Filing cabinet

  • Candlesticks

  • Fire extinguishers

  • Home security system

  • Doghouse

  • Other pet paraphernalia (food dishes, leashes, cat litter boxes, etc.)

Typical Bathroom Objects

  • Toilet

  • Sinks

  • Towels (various sizes)

  • Trash receptacle

  • Stalls (public)

  • Urinals (public)

  • Bidets (Europe)

  • Showers

  • Bathtubs

  • Steam showers

  • Jacuzzis

  • Body towels

  • Face towels

  • Shampoo

  • Soap (bar or dispenser)

  • Shower cap

  • Toothbrush (manual or electric)

  • Brush/comb

  • Toilet brush

  • Razors (electric, safety, straight)

  • Mouthwash

  • Medicine cabinet

  • Cabinets and drawers

  • Cleansers

  • Toilet paper and dispenser

  • Lights and light switches

  • Decorative pictures, wallpaper, etc.

  • Anti-mildew sprays

  • Disinfectants

Typical Kitchen Objects

  • Foods

    • Canned goods

    • Boxed goods

    • Fresh fruits and vegetables

    • Dry goods

    • Frozen foods

    • Brand names

  • Sinks

  • Sink sprayer

  • Dishwashers

  • Soap

  • Cleansers

  • Bleach

  • Sponges

  • Scrubbers (plastic or metal)

  • Steel wool

  • Brushes (various kinds)

  • Pots and pans

  • Potholders

  • Dishrags

  • Paper towels

  • Broom

  • Whisk broom

  • Mop

  • Knives (food preparation)

  • Cutlery/silverware

  • Measuring cups

  • Measuring spoons

  • Napkins

  • Placemats

  • Tablecloths

  • Spatulas

  • Whisks

  • Tongs

  • Chopsticks

  • Ice pick

  • Baster

  • Cleaver

  • Corkscrew/can opener

  • Oven

  • Burners

  • Hood (fan)

  • Microwave

  • Cuisinart/blender

  • Stove

  • Oven

  • Refrigerator

  • Freezer

  • Toaster

  • Toaster oven

  • Mixer (hand or electric)

  • Coffeemaker

  • Coffee grinder (hand or electric)

  • Disposal in sink

  • Trash compactor

Other Typical Objects

This list contains objects that are commonly (but not always) found in typical locations.

  • Telephones (land line, switchboard, pay phone, cell phone, etc.)

  • Clocks

  • Computers and monitors

  • Printers

  • Fax machines

  • Portable devices, such as iPods or handheld game systems

  • Broom

  • Mop

  • Vacuum cleaner

  • Desks

  • Chairs

  • Sofas/couches

  • Televisions

  • VCRs and DVD players

  • Ladder

  • Pens, pencils, and markers

  • Art on walls

  • Lamps (floor, desk, and ceiling)

  • Books and bookshelves

  • Fire extinguishers (especially in public places)

  • Water heater

  • Ceiling fan

  • Space heater

  • Floor or desk fan

  • Books

  • Bookshelves

  • Pad of paper

  • Loose paper

  • Piles of paper

  • Clothing (various kinds, including shoes and boots)

  • Doors (interior and exterior)

  • Windows (interior and exterior)

  • Mirrors

  • Wine and liquor bottles

  • Potted plants (real or fake)

  • Cut flowers

  • Vending machines

  • Cigarette packages

  • Beer cans

  • Guns

  • Ashtrays

Common Signs

These are common signs other than street and freeway signs.

  • Just about any business sign

  • Restroom

  • Men’s

  • Women’s

  • Exit

  • Emergency Exit

  • Gas (advertising)

  • Gas (pricing)

  • Please Remove Shoes

  • Menu specials (in restaurants)

  • Menu (on wall of deli)

  • Billboards and advertising (various places—on streets and highways, in and on busses, etc.)

  • Do Not Litter

  • Neon advertising signs

  • Open/Closed

  • Vacancy/No Vacancy

  • Subway signs

  • No Smoking

  • Out of Business

  • Sale!

  • Slippery When Wet

Office Objects

These include reception, conference rooms, working areas, cubicle areas, storage areas, eating areas, elevators, and so on.

  • Doors and windows (various kinds)

  • Video surveillance equipment

  • Telephones

  • Receptionist station

  • Computer equipment (various)

  • Documents

  • Vending machines

  • Coffee machines

  • Water dispenser

  • Arcade games and pinball machines

  • Elevators

  • Stairs

  • Emergency exits

  • Bathrooms and bathroom objects

  • Mirrors

  • Art on the walls

  • Rugs

  • Various chairs, couches, etc.

  • Floor protectors

  • Conference-room objects

  • Tables

  • AV equipment

  • Safes

  • File cabinets

  • Closets

  • Books and bookshelves

  • Cubicles

  • Kitchens (from minimal to complete)

  • Dining area

  • Utility rooms (including furnace, electronics and networks, mail room, maintenance equipment and tools, etc.)

  • Executive offices

  • Desks

  • Keys

  • Letter openers

  • Pencils and pens

  • Paper

  • Tissue

  • Chairs that roll (or not)

  • Signs

  • Bulletin boards

  • White boards

  • Fire extinguishers

  • Gym (see the following section for objects)

  • Vending machines

  • Scanners

  • Copiers

  • Fax machines

  • Security systems and alarm

Gym/Health-Club Objects

  • Barbells and weights

  • Treadmills

  • Punching bags

  • Gloves

  • Showers

  • Lockers

  • Locks

  • Medicine balls

  • Various exercise machines

    • Stationary bikes

    • Treadmills

    • Rowing machines

    • Weight machines (various)

  • Benches

  • Boxing ring

  • Martial-arts mats

  • Lights

  • Towels

  • Clipboards

  • Pens and pencils

  • Food and drink

  • Vending machines

  • Telephones

  • Bathrooms and bathroom objects

  • Shop (for anything from snacks and water to clothing and equipment)

  • Receptionist station

Hospital and Medical Objects

  • Doors (normal and automatic)

  • Gurneys

  • Telephones

  • Switchboard

  • Nurse stations

  • Clipboards

  • Pens and pencils

  • Chairs and couches

  • Wheelchairs

  • Crutches

  • Canes

  • Beds (powered and not)

  • Blankets and sheets

  • Pillows

  • Hampers

  • Cabinets (locked and not)

  • Chairs and stools

  • Skeletons

  • Cadavers

  • Organs in bottles

  • Blood

  • Charts showing systems of the body

  • Gift and flower shop

  • Restrooms (public and private)

  • TVs

  • Medical equipment

    • Scalpels

    • Stethoscopes

    • Syringes

    • Ear scopes

    • Thermometers (various kinds)

    • Rubber tie-offs

    • Surgical thread and needles

    • Surgical staples

    • IV drip equipment (needles, tubes, bags of solutions, stands)

    • Cotton swabs

    • Bandages (all kinds)

    • Plaster (for casts)

    • Splints, slings, patches, etc.

    • Blood-pressure cuff/reader

    • Tongue depressors

    • Biological waste containers

    • Biological material transportation containers

    • Bone saws

    • Anesthesia tanks and equipment

    • Ophthalmoscopes

    • Reflex hammers

    • Tuning forks

    • Small flashlights

    • Ultrasound units

    • MRI facilities

    • X-ray equipment

    • X-ray films hanging on light walls

    • Defibrillators

    • EKG equipment

    • Examination tables (powered and not)

    • Fetal Dopplers and monitors

    • Microscopes

    • Narcotic cabinets

    • Medicines (all kinds)

    • Speculum

    • Scales

    • Surgical gowns and masks

    • Doctor and nurse uniforms

    • Patient gowns

    • Prosthetics of various kinds

    • Dialysis equipment

    • Iron lung

Dental Office Objects

  • Chairs (ordinary)

  • Chairs (dentist’s)

  • Chairs (patient’s—usually a single adjustable unit with drill, lights, x-ray, etc.)

  • X-ray unit

  • X-ray films hanging on light walls or on light tables

  • Drill assembly

  • Drill attachments

  • Cabinets and storage

  • Picks and other hand tools

  • Disinfectant/contamination control systems

  • Mobile equipment and storage cart

  • Control panels

  • Cuspidor

  • Syringes

  • Tanks of nitrous oxide (laughing gas)

  • Facemask for anesthetic

  • Novocain and other drugs

  • Various kinds of filling materials, from metal to ceramic or acrylic

  • Uniforms/facemasks/head protection/eye protection

  • Lead bib

  • Defibrillators (apparently)

  • Toothbrushes

  • Dental floss

  • Stereo equipment and speakers

  • Headphones

  • Magazines

  • Low tables

  • Receptionist station

  • Artwork of questionable taste on walls

Police Station Objects

This includes the front desk, cells, examination rooms, and so on.

  • Cells

  • Holding cells/examination rooms/line-up

  • One-way mirrors

  • Front desk

  • Telephones

  • Evidence room (with evidence)

  • Evidence (drugs, weapons, documents, computers, etc.)

  • Desks

  • Computers

  • Cots

  • Eating area

  • Locker room

  • Lockers

  • Bathrooms

  • Gun safes

  • Guns—handguns, rifles, riot guns, etc.

  • Ammunition (various kinds)

  • Tear-gas canisters and ammo

  • Gas masks

  • Pepper spray

  • Knives (various)

  • Road spikes, etc.

  • Police utility belts/holsters

  • Batons/clubs

  • Shoulder holsters

  • Handcuffs

  • Stun guns

  • Face shields

  • Body shields

  • Body armor

  • Crowbars and pry bars

  • Jaws of life

  • Battering rams

  • Zip ties

  • Shackles

  • Handheld radios

  • Badges

  • Uniforms

  • Police radios

  • Police vehicles

    • Police cruisers

    • Unmarked cars

    • Helicopters

    • Paddy wagons

    • Police trucks

    • Horses (for mounted patrols)

    • 4×4s and snowmobiles where needed

  • Police dogs

  • Bulletproof vests/personal armor

  • Benches and chairs

  • Loudspeakers/megaphones

  • Signs

  • Keys

  • Buzzers

  • Fire extinguishers

  • Polygraph

  • Riot gear

  • Nonlethal weapons (stun guns, rubber bullets, etc.)

  • Rope

  • Barricade tape

  • Sun and safety glasses

  • Climbing and rappelling gear

  • Skis (where needed)

Fire Station Objects

  • Fire bell

  • Fire pole

  • Desks

  • Chairs

  • Beds

  • Fire trucks

  • Ladders

  • Axes

  • Deck of cards

  • Hoses

  • Uniforms

  • Fire-protection suits

  • Gas masks

  • Lockers

  • TV

  • Telephones

  • Radio equipment

  • Bells

  • Fire extinguishers

School/College/University Objects

This includes administrative offices, student lounges and commissaries, classrooms, maintenance storage, and so on.

  • Books (plenty of them)

  • Chalk and blackboards

  • White boards

  • Pens, pencils, markers, paints

  • Chairs (various)

  • Lecture halls

  • Podiums

  • Open areas with grass and/or trees and shrubs

  • Telephones

  • Computers

  • Bells

  • Public-address system

  • Kitchens and eating areas

  • Restaurants (various kinds and sizes)

  • Books

  • Shelves

  • Campus bookstore

  • Student social centers

  • Gardens (possibly)

  • Restrooms

  • Playing fields/stadiums

  • Dark alleyways

  • Dorms

  • Lots of windows

  • Fire extinguishers

  • Lockers

  • File cabinets

  • Vending machines

  • Bicycles

  • Skateboards

  • Audio/visual equipment

  • Laser pointers

  • Sports equipment

  • Auditoriums and theaters

  • Parking lots

  • Calculators

  • Clocks

  • Maps and globes

  • Anatomy props (skeletons, charts, etc.)

  • Biology props

    • Preserved animals for dissection

    • Dissection tools

    • Animals in cages

  • Chemistry props

    • Chemicals (all kinds)

    • Bunsen burners

    • Various flasks, retorts, condensers, Petri dishes, etc.

    • Specialized tools

    • Emergency eye wash

    • Posters of the periodic table

  • Physics props

    • Stopwatches

    • Marking paper

    • Graph paper

    • Plumb bob/pendulum

Sewer Objects

Sewers are essentially mazes of tubes that contain water and sewage. In games and sometimes in movies, sewers are depicted as tunnels that people can enter and pass through. In these sorts of sewers, one might find just about anything. Conditions can be quite funky, too. When designing gameplay within a sewer, you can work with the variety of objects that could appear there, as well as a topology that is full of possibilities. Imagine the sewer is very modern or very old. Or that it is in terrible disrepair. Imagine where it goes and what kinds of buildings it passes under. Banks? Office buildings? Homes and warehouses?

  • Ladders

  • Walkways

  • Stairways

  • Manholes and covers

  • Dark tunnels

  • Rats

  • Alligators

  • Fish (various kinds)

  • Spiders

  • Mutant creatures

  • Weird vegetation

  • Luminescent vegetation

  • Secret areas

  • Mysterious stains on walls

  • Cave-ins

  • Crevasses, nooks, and crannies

  • Walkways and bridges

  • Bats and sticks

  • Old crates

  • Bones/skeletons (animal and/or human)

  • Objects (such as tools, maps, food wrappers, cameras, etc.) left behind by other explorers or adventurers (or workers)

  • Mysterious messages carved or painted (in blood?) on the walls

  • Buried treasure

  • Jewelry

  • Algae

  • Sewage

  • Discarded furniture set up as living arrangements (abandoned or inhabited)

  • Rails

  • Lights

  • Pipes

  • Apparitions

  • Control panels

  • Cables

  • Gates and locked gates

  • Graves

Library Objects

  • Books and bookshelves

  • Tables

  • Signs

  • Microfilm, microfilm viewers

  • Magazines

  • Study stations

  • Computers

  • Telephone

  • Tables/desks

  • Chairs

  • Book carts

  • Front desk

  • Librarian

  • Fire extinguishers

  • Card catalogs

  • Audio books

  • Scanners

  • Copiers

  • Maps and globes

Shop/Market/Miscellaneous Store Objects

  • Shopping cart

  • Cans

  • Boxes

  • Bottles

  • Cash registers

  • Scanners

  • Freezers

  • Food

  • Kitchen utensils

  • Cookware

  • Mop bucket

  • Mop

  • Broom

  • Heat lamps

  • Shelving units

  • Cleaning solutions

  • Security mirrors

  • Security cameras

  • Meat lockers

  • Meat hooks

  • Saws

  • Knives

  • Display cases

  • Overhead lighting

  • Signs

  • Large windows

  • PA system

  • Fruit bins

  • Bathrooms

  • Fire extinguishers

  • Telephones

Research/Tech Facility Objects

  • Bunsen burners

  • Glass tubing

  • Computers

  • Testing equipment

  • Strange and mysterious devices

  • Chemicals (liquid, powdered, blocks, etc.)

  • Remote sensors

  • Video equipment and surveillance equipment

  • Security systems

  • Alarm systems

  • Dials and levers

  • Button arrays

  • Glass enclosures

  • Robotic hands and other robotic equipment

  • Crackling electricity

  • Warning signs

  • Radiation counters

  • Fire (and chemical) extinguishers

  • Secret documents and formulae

  • Telephones and intercoms

  • Cleaning facilities, from sinks to eye-washing stations

  • Tesla coils

  • Cages

  • Monkeys

  • Mutants

  • Rats

  • Pools

  • Cranes

Weapons Facility Objects

  • Weapon parts

  • Electronic parts

  • Computers

  • Blueprints

  • Shelving units

  • Decontamination stations

  • Giant biped machine(s)

  • Firearms

  • Protective suits

  • Machine tools

  • Lockers

  • Benches

  • Chairs

  • Tables

  • Missiles

  • Control panels

  • Cranes

  • Assembly units and machinery

  • Plans

  • Explosive, corrosive, and/or radioactive material

  • Other chemicals

Military Base Objects

  • Walkie-talkies

  • Radio equipment

  • Hand weapons (all kinds)

  • Jeeps

  • ATVs

  • Tanks

  • Planes

  • Beds and bunks

  • Missiles

  • Bombs

  • Ammunition

  • Grenades

  • Uniforms

  • Batons/clubs

  • Body armor, shields, helmets

Airport Objects

  • Planes

  • Shops and restaurants

  • Chairs and tables

  • Phones

  • Gates

  • Security scanners (luggage/walkthrough/handheld)

  • Alarms

  • Security guards

  • Uniforms and badges

  • Stun guns

  • Guns

  • Handcuffs

  • Bomb disposal equipment

  • Bomb/chemical detection equipment

  • Sniffer dogs

  • Ticket counters

  • Lines of people

  • Luggage

  • Baggage claim areas

  • Baggage carousels

  • Busses and cars (outside)

  • Signs and ads

  • Arrival/departure displays

  • Pedestrian slideways

  • Escalators and elevators

  • Loudspeakers and PA system

  • Shuttle busses

  • Electric carts

  • Hand carts

  • Ear protectors

  • Hangars

  • Airplane parts

  • Tools

  • Luggage trains

  • Plane haulers

  • Fuel trucks

  • Fuel tanks and storage

  • Flight crews (with uniforms)

  • Huge windows

  • Air traffic control tower (and equipment)

  • Communications systems

  • Radar and radar towers

  • Runways

Factory Objects

  • Conveyor belts

  • Big machines (drill presses, stampers and flatteners, large welders, molding machines, mixing machines, etc.)

  • Vats

  • Control panels, valves, and switches

  • Catwalks

  • Tools (hammers, drills, etc., plus arc welders, riveters, hydraulic lifts, etc.)

  • Stockyards and inventory storage

  • Cleanup equipment

  • Fire extinguishers (various kinds)

  • Emergency medical supplies

  • Pipes carrying steam, liquids, etc.

  • Chemical storage

  • Smokestacks

  • Parking lots

  • Fences

  • Locked doors

  • Clipboards and paper/pens, etc.

  • Computers

  • Telephones

  • PA system

  • Alarm systems

  • Clocks

  • Time clock

  • Locker rooms

  • Elevators

  • Stairs

  • Hand trucks

  • Trucks

  • Forklifts

  • Trash

  • Broken or incomplete assemblies

  • Gloves, goggles, aprons, and other protective clothing

  • Loading doors and docks

  • Security system and alarms

  • Offices

  • Restrooms

Warehouse Objects

  • Storage bins and shelves

  • Hand trucks

  • Forklifts

  • Offices

  • Loading doors and docks

  • Security system and alarms

  • PA system

  • Trucks

  • Merchandise (various kinds)

  • Locks and locked doors/cabinets/sections

  • Gated areas

  • Dirt, dust, and trash

Medieval Village Objects

A lot of games are set in fantasy worlds that are similar to medieval worlds. Along with the requisite castles, there are inevitably smaller villages, and sometimes larger cities, that feature various types of buildings typical of olden times. These locations may be historically based, but often they are simply set in fantasy worlds, even on other planets. Yet the medieval styles (or those of other periods and ethnicities) form a useful and well-understood framework upon which to construct the game.

  • Store(s)

  • Blacksmith (weapons/armor)

  • Church

  • Stables

  • Inn/tavern/bar

  • NPC homes

  • Watchtowers

  • Wise NPC

  • Gardens

  • Schoolhouse

  • Tanners

  • Carpenter’s shop

  • Charcoal maker

Castle Objects

Along with medieval villages, castles often make an appearance in games, both historical and fantasy. Castle architecture has varied a great deal over time and from one culture to another. This list is only a suggestion of some of the bits and pieces you might use to create a castle in your game.

  • Wooden washtubs

  • Fireplaces

  • Ladders

  • Stairs—spiral stairs in a castle were oriented to climb clockwise, which caused enemies to expose more of their body as they ascended in order to use their swords (which were carried in the right hand)

  • Canopies and tents

  • Screens

  • Stone basins (built in)

  • Water pipes and holding tanks (sometimes)

  • Taps and spouts (sometimes)

  • Horses and harnesses

  • Hauberks

  • Suits of mail

  • Bows and crossbows

  • Cables

  • Cords

  • Coal

  • Arrows

  • Bolts

  • Iron

  • Lead

  • Swords

  • Daggers

  • Axes and poleaxes

  • Maces

  • Shields

  • Helmets

  • Tapestries

  • Pottery

  • Straw

  • Sleeping cloaks

  • Blankets (heavy, fur, feathered)

  • Beds

  • Chamber pots

  • Candles

  • Chairs

  • Couches

  • Wimple (woman’s headpiece)

  • Woolen stockings

  • Leather purses

  • Prayer beads

  • Hair pins

  • Leather shoes

  • Food preparation utensils (spoons [bone, pewter, horn, silver, bronze], [no forks], flesh hook, knife, bowls, etc.)

  • Iron pots (for foods and other uses)

  • Typical tools

    • Auger (drilling holes in wood)

    • Axe (felling small trees or cutting firewood)

    • Adaze (cutting slivers from the surface of the wood)

    • Basket (holding stone while it was hoisted at a building site)

    • Billhook (pruning)

    • Cloth shears (cutting cloth)

    • Crowbar (for manhandling the heavy stones at a quarry and placing stones in their final resting places)

    • Dividers (for measuring)

    • Hammer (to butt stone and drive wooden pegs)

    • Handsaw (to make small wood cuts and more delicate woodworking)

    • Hold on/tongs (holding metal as it was being hammered)

    • Mallet (used in conjunction with a chisel to carve wood or stone; the mason or carpenter would strike the chisel with the mallet)

    • Mason chisel (used by the masons, along with the mallet, to carve decorative designs into the stones and for cutting and dressing stone)

    • Nippers (cutting through wire)

    • Pitchfork (thrusting into sheaves, bundles of hay, so that they could be pitched into a cart)

    • Sharp blade (cutting through leather)

    • Shearing shears (cutting fleece from sheep)

    • Sickle (cutting crops)

    • Snip (cutting sheets of metal)

    • Trowel (laying and smoothing mixed mortar on stone or brick)

    • Wood chisel (shaping and cutting designs into the wood, or splitting wood)

    • Brooms

    • Dying vats

    • Musical instruments (various)

Medieval Foods

Ironically, nobles would eat the richest foods, while the peasants ate simpler, but in some ways healthier, fare. Although many diseases ravished whole populations in ancient times, nobles were susceptible to certain ailments that peasants did not suffer from, due to differences in diet. Of course, if you were starving, it mattered little if the food was rich or plain. The foods on the following list were primarily eaten by the noble classes.

  • Cheese

  • Beans

  • Oats

  • Malt and barley for beer

  • Wine (lots of it)

  • Bread

  • Venison

  • Beef (from bulls, cows, calves, and oxen)

  • Lamb

  • Pork

  • Herring

  • Rice

  • Figs

  • Nuts

  • Onions

  • Garlic

  • Peas

  • Beans

  • Raisins

  • Jellies

  • Tarts

  • Custards

  • Spices (typically buckwheat, ginger, coriander, cinnamon, cloves, cumin, aniseed, licorice, pepper...but not salt, which was a status symbol and was served at the table in a boat-shaped container called a saltcellar, which was placed in front of the lord of the castle)

  • Wafers

  • Cooked apples

  • Cooked pears

  • Seville oranges

  • Dates

  • Prunes

  • Pigeons (especially in winter, since they could be bred)

  • Starlings

  • Vultures

  • Gulls

  • Herons

  • Storks

  • Cormorants

  • Swans

  • Cranes

  • Peacocks

  • Capons

  • Chickens

  • Geese

  • Ducks

  • Dogfish

  • Porpoises

  • Seals

  • Whale

  • Haddock

  • Cod

  • Salmon

  • Sardines

  • Lamprey

  • Dolphins

  • Tunnies

  • Eels

  • Mullet

  • Sole

  • Shad

  • Flounder

  • Plaice

  • Ray

  • Mackerel

  • Trout

  • Crab

  • Crayfish

  • Oysters

  • Commoners’ foods (turnips and salads, dark breads, porridges, some fish, cheese curds, beer, ale, mead)

Provisions List

This would be for feeding a garrison of approximately 1,300.

  • 112 1/2 quarters of corn

  • 10 1/2 quarters wheat malt

  • 112 1/2 quarters beans

  • 7 bushels of mixed beans and barley

  • 2 tons of pilcorn

  • 9 1/2 quarters of oatmeal

  • 78 carcasses of salted meat

  • 81 oxhides

  • 40 mutton carcasses

  • 72 hams

  • 1,856 stockfish

  • Wine, honey, and vinegar

  • Sweets

  • Salt

  • Water

  • Cookware

  • Utensils

Theater Objects

Most of the items on this list would be found only in stage theaters. Some would only be found in movie theaters.

  • Seats with aisles

  • Balcony seats

  • Snack bar

  • Sticky floors

  • Rugs

  • Projection booth (in movie theater)

  • Spotlights and area lights

  • Colored gels

  • Light bar (where lights are mounted)

  • Curtains

  • Sound system

  • Stage area

  • Sound and lighting control panels

  • Curtain controls

  • Counterweights (on curtains and scene backdrops in older theaters)

  • Ladders

  • Dressing rooms

  • Set materials (flats, furniture, props, etc.)

  • Orchestra pit

  • Trapdoors

  • Lower level

  • Green room

  • Microphones

  • Electrical cords

  • Rope, string, twine, wire

  • Fog machine

  • Gaffer’s tape

  • Paint, buckets, and brushes/rollers

  • Hand tools

  • Storage closets or rooms

  • Janitorial supplies

  • Janitorial closet

  • Reception area

  • Podium

  • Long poles (for reaching items high up)

  • Projectors (movie theaters)

  • Film canisters (movie theaters)

  • Lighted Exit signs

  • Chandelier (common in older theaters and fancy ones)

  • Trash receptacles

  • Ticket office/booth

  • Manager’s office

  • Restrooms

  • Telephones

  • Computers

  • Alarm system

  • Stairs

TV Studio Objects

  • Cameras (handheld, on rollers and dollies, on cranes)

  • Director’s booth

  • Monitors and control panel

  • Outside sound system

  • Internal (director’s) sound system

  • Lights and light bars

  • Spotlights

  • TV sets

  • Chairs

  • Reception area

  • Green room

  • Dressing rooms

  • Audience area

  • Lit signs (Exit, Applause, etc.)

  • Editing decks

  • Video tapes (1”, 3/4”, etc.)

Amusement Park Objects

  • Ticket booths

  • Rides

  • Lines

  • Shuttles and tour trolleys

  • Snack bars and restaurants

  • Vending machines

  • Souvenir shops

  • Mascots (people in suits)

  • Parades

  • Carnies

  • Skill games

  • Luck games

  • Penny arcade

  • Trash containers

  • Random trash

  • Plainclothes security guards

  • Security guards

  • Maintenance people

  • Balloons

  • Cotton candy

  • Toys and prizes

  • Stuffed animals

  • Popcorn

  • Litter

  • Funhouse

  • Crazy mirrors

Objects on a Train

  • Seats

  • Restrooms

  • Bar

  • Restaurant/dining car

  • Sleeping lofts

  • Pull cords

  • Signs

  • Doors between cars

  • Private compartments

  • Magazines

  • Engine room

  • Coal car (on steam trains)

  • Furnace (on steam trains)

  • Controls and dials

  • Caboose

  • Car linkages

  • Wheels

  • Ladders (on sides of cars)

  • Whistle

Objects on a Cruise Liner

  • Staterooms

  • Restrooms

  • Decks (various)

  • Deck chairs

  • Other chairs

  • Games (shuffleboard, darts, etc.)

  • Pools

  • Dining hall

  • Kitchen (galley)

  • Restaurants

  • Bars

  • Card rooms

  • Meeting and conference rooms

  • Business center

  • Casino

  • Arcade

  • Wheelhouse

  • Engine room

  • Crews’ quarters

  • Sundries and souvenir shop

  • Gym/spa

  • Control room

  • Theaters/dance clubs

  • Infirmary

  • Storage areas

Objects Inside a Mine

  • Tools (picks/shovels/drills/buckets/etc.)

  • Rocks and boulders

  • Support beams and struts

  • Mine carts

  • Tracks

  • Stalagmites and stalactites

  • Helmets

  • Broken tools

  • Gemstones and mineral deposits

  • Lamps and lanterns

  • Elevators/mine shafts

  • Maintenance supplies

  • Laundry

  • Smokestacks

  • Communication system

Objects Inside a Museum

  • Ticket office

  • Ticket takers

  • Souvenir shops

  • Statues

  • Paintings and drawings

  • Carvings

  • Furniture

  • Mummies

  • Documents

  • Lighting (various)

  • Alcoves

  • Display cases

  • Maps

  • Electronic talking guides

  • Signs and descriptions

  • Doors (ordinary)

  • Doors (security)

  • Maintenance area

  • Storage areas

  • Repair facilities

  • Offices

  • Weapons

  • Models and tableaux

  • Chairs and benches

Open-Air Market Objects

  • Stalls

  • Fruit (all kinds)

  • Meats (all kinds)

  • Whole carcasses

  • Fish

  • Flowers

  • Souvenirs

  • Art

  • Cafés

  • Bakeries

  • Candy sellers

  • Carvings

  • Jewelry

  • Tools

  • Utensils

  • Dogs and cats

  • Entertainers (on the fringes or on small stages)

Spacecraft Objects

  • Heat tiles

  • Navigation equipment

  • Power controls (including steering)

  • Airlocks and hatches

  • Acceleration chairs

  • Hibernation equipment

  • Computers

  • Complex and mysterious controls

  • Spacesuits

  • Space food

  • View windows or technology

  • Bunks

  • Holodeck

  • Eating area

  • Food preparation

  • Sick bay

  • Medicines and first-aid kits

  • Audio equipment and loudspeakers

  • Dilithium crystals

  • Engineering section

  • Engine rooms

Futuristic Objects

  • Matter synthesizer

  • Teleporter

  • Holodeck

  • Laser guns

  • Energy beams

  • Force fields

  • Nanotech devices

  • Med kits

  • Antigravity

  • Telepathy

  • Super-intelligent computers

  • Star maps

  • Flying cars

  • Instant communicators (voice/picture/etc.)

  • Ubiquitous surveillance (or is that in the future?)

  • Energy transmitter

  • Solar furnace/engine

  • Ether engine

  • Time/space machine

Tools of Magic

  • Words (incantation)

  • Gestures

  • Wands

  • Staves

  • Spell books

  • Daggers, swords, and other ritual weapons

  • Scrolls

  • Jewelry (rings, amulets, talismans, etc.)

  • Runes, dice, coins, etc.

  • Crystal ball

  • Dancing and movement

  • Herbs, potions, powders, tinctures, etc.

  • Mortar and pestle

  • Blood

  • Animals (dead or alive)

  • Bones and innards

  • Noisemakers (rattles, drums, etc.)

  • Music and song

  • Purification practices (sleep deprivation, fasting, meditation, solitude, etc.)

  • Rites and rituals

  • Fire and smoke/incense

  • Sacred objects

  • Offerings and sacrifices

  • Masks and costumes

  • Familiars

  • Drugs

  • Magical spaces and signs, such as the pentagram

  • Visualization and imagination

  • Tarot

  • Minerals (iron, mercury, salt, etc.)

  • Candles and wax in general

  • Cauldrons

  • Alchemical devices (various)

  • Stage-magic items (hoops, disappearing boxes, doves, top hats, etc.)

Good Places to Hide Objects

Good places to hide objects might be, for example, in a lake, in a river, in a volcano, in space—usually places that are either dangerous to go to find the object or that will destroy the object automatically.

  • In a tree.

  • In a river or lake.

  • In a cave.

  • Under leaves in the forest.

  • In a volcano.

  • In a beehive (or very near it).

  • Halfway down a cliff.

  • On an isolated mesa.

  • In plain sight, but disguised as something else. For instance, take a powerful scepter, stand it on its end, and put a lampshade on it.

  • Encased in some outer covering that disguises its nature.

  • Amid a pile of garbage or trash.

  • At the top of a mountain.

  • Behind a false wall or secret door.

  • In a fireplace (with a fire burning).

  • In the trap of a sink.

  • Behind the toilet or in the tank.

  • Inside someone’s body.

  • In a vat of acid.

  • In the gas tank of a vehicle.

  • In a dog kennel.

  • In the lion’s den (literally or figuratively).

  • In a snake pit.

  • In an insane asylum.

  • On a bomb triggered to go off.

  • In a pool full of crocodiles.

Objects with Cultural Meaning

“A rose by any other name would smell as sweet,” they say. To Sigmund Freud, “a cigar is just a cigar.” However, objects do obtain special meaning based on our emotional responses to them or special meanings we give to them. In essence, they become symbols. For instance, a wedding ring, if not worn on the proper finger, might be just a nice gold ring. However, when worn specifically on the third finger of the right or left hand (depending on the culture), it signifies the marriage bond. The following list is just a starting point—a suggestion of objects that achieve certain emotional and/or cultural meaning beyond even their physical attributes or their direct uses. As always, we encourage you to come up with more examples of your own and to consider how using these common symbols in your games can be useful.

  • Flowers (in general)

  • Roses

  • Rings of various kinds

  • Horse’s head

  • “Dear John” letter

  • Pink slip

  • Lady’s garter

  • Chador

  • Tattoos

  • Colors (as in gang uniform)

  • Uniforms of all types

  • Tie-dye

  • Formal suit

  • Pipe (such as corncob, calabash, etc.)

  • Badge

  • Cowboy hat

  • Top hat

  • Hearts

  • Daisies

  • Forget-me-nots

  • Pomegranates

  • Lilies

  • Oak trees

  • Ribbons (of support for causes)

  • Flowers in hair (can mean different things in different cultures)

  • Cameo

  • Friendship bracelet

  • Costumes

  • Hair pin

  • Heirlooms

  • Regales

  • Family crests

  • Flags

  • Musical instruments

  • Animals

List of Machines

There are so many machines in this world—and we can even invent more of them. This list is necessarily truncated, but perhaps will serve to get you thinking about machines you can use in your games. Can you make them interactive? Part of a mission? Can you take the purpose of a machine and invent something else to serve the same purpose? Can you invent a machine that combines the qualities of several others? Machines can be fun, so have at it!

  • Teleporter

  • Typewriter

  • Car

  • Plane

  • Bus

  • Glider

  • Computer

  • PDA

  • Recording device

  • Videotape recorder

  • DVD player/recorder

  • Game console

  • Holographic display

  • Diagnostic/healing device

  • Hot-air balloon

  • Bicycle

  • Sled

  • Robot

  • Popcorn machine

  • Candy vendor

  • Pop vendor

  • Force-field generator

  • Time machine

  • Toaster

  • Microwave oven

  • Telephones (all kinds)

  • Chair lift

  • Trolley

  • Tractor

  • Rototiller

  • Lawnmower

  • Post-hole digger

  • Backhoe

  • Dump truck

  • Forklift

  • Computers (all kinds)

  • X-ray machine

  • Dental drill

  • Cash register

  • Universal healing machine

The Many Uses of Ordinary Items

This section is designed to give you some ideas about how you can place ordinary objects in your game environments and have them be used by players in a variety of possible ways. I’ve included just a few examples to whet your appetite. How many more uses can you think of for the ordinary objects we encounter all the time?

  • Ladder. Used as a ladder, scaffold, bridge, firewood, weapon, or shield.

  • Bottle. A weapon (thrown as a club or broken and jagged), container, flute, for juggling, or a glass.

  • Rope. A weapon, restraint, noose, whip, something to raise or lower with, leash.

  • Keys. To unlock things, weapon, open package, to make electrical contact, to make a jingling noise.

  • Water Glass. A container for liquid or dry material, a weapon (thrown or broken and jagged), to amplify sound through a wall, to stand on to be a little taller.

  • Cardboard Box. Use to mail something, to hide something, as part of a temporary shelter, as garden mulch, in a fire or furnace, as impromptu clothing, to make a sign, to sit on (instead of the ground), to clean up a mess.

  • Sheet of Paper. For writing on, to stuff into a hole (someone’s mouth, a gaping wound, a hole in a wall, etc.), to inflict paper cuts, to make papier-mâché, to make a temporary hat, to burn it, to use as stuffing in a box, to wrap something in it.

Ordinary Things That Can Be Weapons

Some things were not designed to be weapons, but in the right circumstances, they can become deadly. How many things in your daily life could be lethal? Here are a few suggestions to get you started.

  • Chopsticks

  • Keys

  • Rope, wire, string, towels

  • Chairs and stools

  • Ladders

  • Water glass

  • Bottle

  • Poker

  • Golf club

  • Baseball bat

  • Cricket bat

  • Fishing net

  • Drumstick

  • Clarinet, trumpet, flute

  • Shakuhachi (bamboo flute)

  • Ceramic tiles (for throwing)

  • Saw blades

  • Hand saw

  • Electric saw or chainsaw

  • Hammer

  • Screwdriver

  • Nail gun

  • Stapler

  • Measuring tape

  • Fork

  • BBQ fork

  • Fan (hand or electric)

  • Iron

  • Cane

  • Walking stick

  • Scarf

  • Heavy flashlight

  • Lamp

  • Electrical cord

  • Water in sink, bathtub, or toilet

  • Any hard surface

  • Candlesticks

  • Fireplace poker

  • Ice pick

  • Sledgehammer

  • Pick

  • Shovel

  • Broom

  • Statue

Accessory Objects

These include bracelets, rings, shoes, and so on.

  • Ring

  • Bracelet/wristband

  • Tie

  • Scarf

  • Necklace

  • Brooch

  • Belt

  • Cape

  • Diadem

  • Tiara

  • Crown

  • Hat

  • Glasses/goggles

  • Shoes

  • Wings

  • Horns

  • Tails

  • Gloves

  • Watches

  • Collar

  • Anklet

  • Earrings

  • Medal/badge

  • Piercings (other than earrings)

Individual Objects Carried by Specific NPCs

What do the characters in your game carry around with them? Many NPCs have nothing but cosmetic clothing and, in some cases, objects they carry or wear. For instance, a policeman NPC might wear a hat or helmet and carry a gun and a billy club. A businessman might carry a briefcase. But then, going beyond the obvious cosmetic elements, think about what your NPCs might actually have on them. For instance, suppose your character kills one. What would you find if you looted the body? Would it be useful in your game? Or, perhaps you need something to complete a quest. Who might have the item you need? Clearly, each NPC type would be likely to carry or have access to different items. In some cases, this level of depth is unnecessary, but when you delve deeper, you often come up with ideas you would not have considered before. So, as you think about NPCs and what they might be carrying, consider also how you might expand your game based on what you have come up with.

Policeman

  • Gun

  • Handcuffs

  • Badge

  • Baton/billy club

  • Radio

  • Shotgun/riot gun

  • Sniper rifle

  • Ammunition (various)

  • Tear-gas canister

  • Shoulder holster

  • Keys

  • Flak jacket/bulletproof vest

  • Gasmask

  • Shield

Fireman

  • Axe

  • Flameproof suit

  • Boots

  • Radio/communicator

  • Hose

  • Extinguisher

  • Smoke hood

  • Gasmask

  • First-aid kit

  • Fireman’s hat

  • Gloves (flameproof/heatproof)

  • Deck of cards

Businessman/Lawyer/Accountant

  • Pad of paper

  • Pens and pencils

  • Money/wallet

  • Important documents

  • Briefcase

  • Cell phone

Soldier

  • Handgun

  • Rifle

  • Submachine gun

  • Grenades

  • Ammunition

  • Flak jacket

  • First-aid kit

Things You Can Also Love

Where you can create empathy for characters and deepen a player’s experience, you can also put objects in the game to which the player can form some kind of attachment. Perhaps love is too strong a word. The psychological term is cathect, but that’s not too important.

  • A special weapon, such as a customized sword.

  • An object given to you by someone important.

  • An object that took a great deal of effort to obtain, particularly if it’s also very useful in some way.

  • A cute and cuddly object.

  • Anything that helps save or preserve your life. This could be armor or something basic like that, or it could be a magic ring or amulet, or even a robot sidekick (like R2-D2).

  • A very familiar object, such as a very comfortable old sweater—the equivalent of that in a game. This is something that has been with you a long time, that you have relied on or gotten considerable use out of. Even if it is no longer the best item you could have, your attachment to it remains.

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