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Using a card concept for pacing / highlights

Started by March 19, 2005 05:20 AM
13 comments, last by GameDev.net 19 years, 10 months ago
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Original post by Wavinator
Meh. You're not the only one! If it means anything, the star I'm guided by is called "convey human interest." That's why I put so much work into personality, moral dispositions, and social gameplay. I refuse to resort to story alone. (In the beginning this was all about cool spaceships, and I scrapped THAT because, like most games, it was a game about objects.)


That’s only natural, games evolve and change as you develop them and flesh out your ideas. My original impression of the game was sort a simulated sci-fi universe with its own culture, history, technology and races for the player to interact with in an ever changing and evolving game universe. Where each of the playable races provides its own unique game play experience and has its own interweaving story arch. I was rather looking forward to playing as an Ine captain leading my brethren on a quest to rediscover our lost home world. But I'm sure your current idea will provide its own set of new and interesting game play. So when the demo out? [wink]

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I'll try this but instinct tells me it fails to act as a driver that makes you appreciate survival. Time would flow continuously but you could stand around in an open-ended setting doing nothing. That's my near-worst nightmare.


I don't think you have to worry about that, after all what’s the point of playing a game if you are just going to stand around all day doing nothing? :) If all the players action have cost then player has a cost/incentive based game mechanic rather then one based around game play interrupted by maintenance.
This is loosely related to the thread, but you might want to check out old Alter Ego games ( http://www.the-underdogs.org/game.php?id=44 ) for the ideas about this 'game of life', both possible events- and presentation-wise...
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Quote:
Original post by TechnoGoth
My original impression of the game was sort a simulated sci-fi universe with its own culture, history, technology and races for the player to interact with in an ever changing and evolving game universe. Where each of the playable races provides its own unique game play experience and has its own interweaving story arch. I was rather looking forward to playing as an Ine captain leading my brethren on a quest to rediscover our lost home world.




I don't want to make it so that this new, more focused path excludes all of that, but I have to bow to some limits. The main limit I'm facing right now, that I think all of us should be thinking about, is how to get distribution. Attending the GDC really woke me up to how narrow the market is for indies. It would be a spectacular failure to make all of this stuff and then only have only a few hundred people play it at most.

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So when the demo out? [wink]


Meh! Working on finishing my book and getting a job. Until then, paper mockups are easier to protoptype than texturing, programming and modelling! [grin]

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I don't think you have to worry about that, after all what’s the point of playing a game if you are just going to stand around all day doing nothing? :) If all the players action have cost then player has a cost/incentive based game mechanic rather then one based around game play interrupted by maintenance.


The cyborg we talked about in the other post is starting to look more and more like this type of gameplay, actually. You could stand in the middle of the city for weeks if you so chose (great for a stakeout!).
--------------------Just waiting for the mothership...
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Original post by Anonymous Poster
This is loosely related to the thread, but you might want to check out old Alter Ego games ( http://www.the-underdogs.org/game.php?id=44 ) for the ideas about this 'game of life', both possible events- and presentation-wise...


Wow! Thanks AP. What a unique concept. Unfortunately it's not available from the underdogs, but I read through the manual and gained some great insight.

What's spooky is that it covers some of the same areas I'd been thinking about in trying to figure out defining life moments. There seems to be a lot of tradeoffs, with emotions as resources, which is what I had in mind.

It goes back into childhood, which is an area I hadn't planned on touching. I'd love to know what choices and challenges they provided, though.
--------------------Just waiting for the mothership...
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Original post by Wavinator
Unfortunately it's not available from the underdogs, but I read through the manual and gained some great insight.

Sorry, i didn't check the link carefully and it looks that the executable file is not available anymore... but you can just go to the author's page at http://www.theblackforge.net/ and play web-based version of it instead, which appears to be nearly perfect conversion from what i can remember. ^^

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