Hello Gamedev, I would like to talk about a topic that interests me very much, and that in my opinion goes overlooked some times.
With the advent of Minecraft, people in general started to really notice the survival/sandbox genre, in where you collect things to survive and modify the world around you to fit your needs. As in other similar games, the gameplay revolves around building, resource gathering and fighting. This in my opinion spawned a lot of things to focus new games on, allow me to bring some examples to the table:
In Terraria, the focus was changed to accomodate to people who liked adventure games in the style of Castlevania and Metroid, but still mantaining building as one of the core mechanics.
King Arthur's Gold focuses more on PVP combat, while again; maintaining platforming building and resource gathering.
The game Don't Starve took out the "Endgame" part of the Sandbox, and brings you an adventure in where you are always at the verge of dying, because you can never do an impenetrable fortress as in Minecraft, for example.
So as you can see, we have games focusing on aspects that, don't misunderstand, Minecraft did not invent by any chance, but that made the general public turn towards to more than before, one focusing on combat, one on adventure and fighting mobs, and one in surviving.
But what about Resource Gathering?
I may be part of a very small niche, but the very fact that you must search for, collect and organize small bits of useful stuff makes the game very fun to me. Is it possible, at least in theory, to come up with a game in where resource gathering plays a big role?
My bet would be that it is, but the focus would in this case be economics. Real economics based on simple supply and demand, or any other method (I apologize for my lack of knowledge in the area). Is it possible to play the role of the citizens of your average RTS in where you are tasked to collect things just to sell them back to a big pool of player-earned coin?
What are your thoughts? If you wish to support the discussion, I would be very glad if you could answer some of these questions:
- Would it require a big number of players to maintain a less-fluctuating economy?
- Would it be better with a final goal? or just making the personal enrichment of the player the final goal? (A lot of people have this one in real life so...)
- And most importantly: Would it be fun?
Whatever point you can bring to the table will be most appreciated.
Thanks for your time.