18 June 2012

Gameplay concept.

I think it's important to write down specifically what you want to create. Because in the long run it's surprisingly easy to forget what you were actually trying to do.

So, basically, the game we are trying to make should have something in the lines of:

-No grinding. We should try to avoid boring and overall numb activities. Gameplay should be dynamic and provide variety. If we manage to make a smart enough AI, there should be an option to assign most simple tasks to NPCs.

-Complex gameplay mechanics. It should not be in any way simple to master. Newtonian physics, air friction, resource management, a variety of tools and materials. A fully working ecosystem in-game would be great.

-An element of freshness and discovery. Reading wikis should not be mandatory. For a game to not feel like some tool with a manual, basic controls and elements should be simple and readily available at the start of the game. Figuring out how to use these tools should be a part of the experience, not a chore.

-Providing a tough challenge. For both tacticians and engineers. Travelling vast distances through the vacuum of space. Stealing resources from enemy factions. A heavy requirement for strategic thought should be in place, inexperienced players will not make it out of the starting area.

-No victory/loss/munchkin conditions. Amassing unimaginable power and crushing your foes with an iron fist is nice, but there is a lot more to games(and life) than silly win/lose situations. The main currency in the game should be knowledge of its mechanics, and an experienced player should be able to rebuild from zero in a matter of hours and evade any conflicts he doesn't consider necessary. Especially with players and NPCs that go out of their way for no other reason than to annoy someone.


Obviously, most of these points contradict each other and can go horribly, horribly wrong. We shall see.