Feedback on my colonization story..
I'm working on a background story for my city-building game (http://www.cityscapegame.com. Will probably be changing to City State.) The game mechanics require a modern theme. Here's what I came up with.
"At the end of World War II, Allied scientists discovered the ocean currents were warming large portions of Antarctica. In 1949, an international treaty created the Antarctic Development Corporation. Its task was to oversee the creation of small independent states for the inhabitation of Earth’s last New World."
The ADC is like a mother-company the player depends on for things like loans and trade with the old world. (yes players can trade with each other inside the new world, but we need some way to boot strap the economy)
Antarctica seems like a pretty cool place to start a colony. It's large and unknown. It's got snow, mountains, and penguins. (darn got to remove my desert terrain) I'd like to hear any creative ideas about things and events in this new world?
I'm open to other ideas as well.
Kirby
Its an interesting proposal (this should be in Game Design forum probably). My words of caution are to make sure you integrate that the game is on Antartica into the game design. Don't just make it a generic city-building game, think of what would make colonization of Antartica interesting. Melt the ice to find solid land, or build on an icecap/glacier that is much cheaper but not permanent? How far can one push towards the pole without freezing, trying to get to strategic positions before it gets cannibalized once warmer weather hits? There are definite design challenges with placing the game on a giant desert. The benefit is that the desert is covered in ice, which mixes things up. Regardless, its a tall order and a test of design skills. Good luck.
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Very good points. I might want to save the idea for City State II.
I still need a generic story so I can give names to entities the player interacts with. (mostly I need the mother company and a portal to off-map economy) Any one want to give it a try?
I still need a generic story so I can give names to entities the player interacts with. (mostly I need the mother company and a portal to off-map economy) Any one want to give it a try?
My first question would be what about the game play actually relates to Antarctica? I would assume it is a city building game set in a harsh uninhabited environment, where just keeping your citizens alive is challenge. If it’s just a SimCity remake then you are better off choosing a different location.
Why not have the player working on behalf of a fictitious branch of the UN such as the UN Urbanization Initiative. UNUI is an organization that attempts to elevate growing population problems by creating thriving urban in currently dissuade in its member nations. The UN leases large plots of land for a set period of 50 to 100 years and then farms out the development contracts for those plots of lands to different competing corporations. With the intention that the host country can assimilate the new city back into its control at the end of the lease.
This seems like a lot more plausible back story and meets the requirements you’ve asked for.
Why not have the player working on behalf of a fictitious branch of the UN such as the UN Urbanization Initiative. UNUI is an organization that attempts to elevate growing population problems by creating thriving urban in currently dissuade in its member nations. The UN leases large plots of land for a set period of 50 to 100 years and then farms out the development contracts for those plots of lands to different competing corporations. With the intention that the host country can assimilate the new city back into its control at the end of the lease.
This seems like a lot more plausible back story and meets the requirements you’ve asked for.
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Thanks for your idea. But I think there is something not too cool about the UN these days.
Here's another one from me.
"New Earth Corporation has made you mayor (again)! You've got land, you've got water, and you've got, well..you! Climb the corporate ladder by building a large city of patriotic sims. You have 30 days and a chance of promotion at the end."
This one needs a little explaining. The game is played online in 30 day rounds -- that's why it may not be first time you're mayor. At the end of the round the player will be scored by pop x patriotism. Patriotism essentially represents the happiness of your sims over time, and whether you've protected them from catastrophic events like surrendering to an enemy player (i.e. joining the conqueror's alliance). Promotion increases your rank within NEC, which can give you first pick of plots next round, more initial prestige, etc.
Here's another one from me.
"New Earth Corporation has made you mayor (again)! You've got land, you've got water, and you've got, well..you! Climb the corporate ladder by building a large city of patriotic sims. You have 30 days and a chance of promotion at the end."
This one needs a little explaining. The game is played online in 30 day rounds -- that's why it may not be first time you're mayor. At the end of the round the player will be scored by pop x patriotism. Patriotism essentially represents the happiness of your sims over time, and whether you've protected them from catastrophic events like surrendering to an enemy player (i.e. joining the conqueror's alliance). Promotion increases your rank within NEC, which can give you first pick of plots next round, more initial prestige, etc.
Just a thought: Antartica has a seasonal ice zone that retreats in summer and advances in winter. If you wanted to create a game like Penguin Warlords! or something, you would have dynamics resources that they would have to compete for, as well as fighting off the leopard seals and orca... hmm sounds like a fun game, not sure I should be giving you my IP... ;-)
BTW, don't forget that the sun doesn't really come up in winter, nor does it really set in summer.
BTW, don't forget that the sun doesn't really come up in winter, nor does it really set in summer.
--www.physicaluncertainty.com
--linkedin
--irc.freenode.net#gdnet
Just a thought: Antartica has a seasonal ice zone that retreats in summer and advances in winter. If you wanted to create a game like Penguin Warlords! or something, you would have dynamics resources that they would have to compete for, as well as fighting off the leopard seals and orca... hmm sounds like a fun game, not sure I should be giving you my IP... ;-)
BTW, don't forget that the sun doesn't really come up in winter, nor does it really set in summer.
BTW, don't forget that the sun doesn't really come up in winter, nor does it really set in summer.
--www.physicaluncertainty.com
--linkedin
--irc.freenode.net#gdnet
I wanted to do a game along these lines, except it was ocean cities.
The plot to that was pretty similar to what you've described. Basically, overpopulation demanded the parceling-out of aquatic real estate, and the UN was put in charge of deciding who gets what.
Aside from nations and large organizations already selected as best capable of making the most of the space, in the interests of populism, they allow anyone who has the money and resources to apply for an area.
It was inspired a lot from games like Railroad Tycoon, where your individual player character is somewhat seperate from your company, which is seperate from the city at large. So you'd get to choose your origin, for instance, a Corporate background would give you different buildings and gameplay than a Government background, or a Grassroots background.
For instance, a Government background would give you military advantages while a Corporate background would give you economic ones. Grassroots... perhaps morale and psychological abilities?
Maybe that gives you some ideas or something.
The plot to that was pretty similar to what you've described. Basically, overpopulation demanded the parceling-out of aquatic real estate, and the UN was put in charge of deciding who gets what.
Aside from nations and large organizations already selected as best capable of making the most of the space, in the interests of populism, they allow anyone who has the money and resources to apply for an area.
It was inspired a lot from games like Railroad Tycoon, where your individual player character is somewhat seperate from your company, which is seperate from the city at large. So you'd get to choose your origin, for instance, a Corporate background would give you different buildings and gameplay than a Government background, or a Grassroots background.
For instance, a Government background would give you military advantages while a Corporate background would give you economic ones. Grassroots... perhaps morale and psychological abilities?
Maybe that gives you some ideas or something.
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