Quote:Original post by KnTenshi Well, I like your ideas - this and the resource one. This, I think, could help a lot with the immersion factor.
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Hey thanks! I'm glad you think so. In a sandbox game when you have extremely limited resources I think this might have best chance of both conveying a diverse universe and a (hopefully) personal one.
Quote: My only concern is how wide of an audience would this be a boon to. I'm the patient type, so I wouldn't mind this at all, but others might not like the humdrum - go to work, correct all the sub-menus AGAIN, do something else in the game.
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Audience I'm not sure of and I'm entirely putting the question aside for the moment. (Technically, if I was at all reasonable I'd be making a straight RPG, but unfortunately there's a sort of "golden thread" to this design that demands certain features. And I've never been known to be all that reasonable where game design is concerned. :P)
In terms of the danger of this being humdrum you're right. Design-wise it brings up the question, "Why would this be boring?" This in turn gets to the heart of work itself-- particularly repetitive, meaningless work.
But it's the future! Why does work have to be repetitive? Or, if it is, why can't the world itself be changing and offer new challenges. If you're setting up a new colony and maybe running a farm, why can't there be strange events or even more global struggles looming on the horizon?
One other important point to make-- I'm fusing sandbox RPG stuff with this. So the more everyday activities are optional. Let's say you're on a new planet and get sick of your day job scavenging for parts and fixing broken ships. So you head off into the wilderness to prospect, or seek out alien ruins (dungeons, essentially).
As far as is realistically possible in terms of development I'd like to try to make as many flexible options as possible, with your limited lifespan and character-specific game goals being the main drivers encouraging you to achieve.
Quote: Making random events help, but just how varied and out-of-the-players-hands would these be?
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Thinking these should be based on your stats, your location and the dominant factions in the area. Items and allies should be able to either help you control or mitigate them. A security drone, for instance, might be an option that negates muggings (or has settings that aid you in combat).
One big element I'm really relying on is changing the game world. Think about this almost in terms of a game like Civilization or Alpha Centauri. Times change, technology changes, the map changes. Boom and bust cycles, new inventory gadgets, new jobs, even (if I can conceptualize it in some workable way) changes in culture should really mix things up, presenting different events.
Quote: And seeing "While going to work, you witness a vehicle crash. What do you do?" for the twentieth time might annoy the player for having to re-input the same options again to get the most desired outcome (Likely, ignore your civic duty and run/drive like heck to get to work on time).
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Right. This has to tie into rewards and the way the world works. One thing I've hated about these sorts of situations (which go hand in hand with hard and fast victory conditions) is that they're insensitive to each other. Who cares if you were busy saving a busload of children from the East River, Johnson! You're late for work!
Stupid.
Events shouldn't always be random and they shouldn't be trivial. If nothing is connected you're inspired to min-max. So there has to be a tradeoff that makes a given action lead down a certain path.
For instance, what if ignoring people in distress somehow changed your personality or moral alignment? If there was some value of being one kind of person over another, this would be significant. Maybe your boss is a jerk and you get no credit for helping an old lady across the street. Make the old lady a potential heiress with no children who's inspired to leave her fortune to you, or something. Or make it more subtle, maybe using inner monologues with choices that allow you to reflect on what you did or didn't do, in effect evolving you toward a selfish, uncaring jerk yourself or self-sacrificing, unsung hero.
It should be possible to obliviously walk through the world achieving your own ends and ignoring everybody. But I want this to have a cost, even if it's something fantastically like seeing your country slip into fascism while you do nothing.
Quote: I'm doing my best to not sate my own curiosity of your gameplay, but I do have some questions once the majority of the discussion is over. |
No, please, ask away. I've got a sinking feeling that this whole thing is tl;dr to most folks, especially because it's so unorthodox. I do think there's enough supporting the gameplay to make it all interesting, but work in games is a very tough sell.