I've been thinking on this for a while and I finally decided to give it a try. I want to make a life simulation set in a modern fantasy world (technology and magic coexist, perhaps in a steampunk setting). Basically, the player starts in a Hub City and is free to explore, meet and befriend certain NPCs, find a profession, and make a living there. Here is my game design.
The main game loop consists of waking up, performing various actions throughout the day, returning home to sleep, and repeating (similar to Harvest Moon). As for an objective, or a short-term goal, the player would have to earn enough gold (in-game currency) to pay rent each month.
Side-quests and events may trigger based upon the player's actions throughout the day. When one event is triggered, certain other events will be disabled (temporarily) according to the context.
NPCs will be shown walking around the city, purchasing items, talking, working, and performing other actions to populate the game world. Only specific NPCs will be able to engage in more complex interactions with the player.
Every job available to NPCs will also be available as a profession for the player. Here is a short list of jobs I've already considered adding: blacksmith, tailor, item merchant, dungeon-crawling adventurer, inn owner, restaurant chef, law enforcer, sentry/gate keeper, flower shop owner, carpenter, and bodyguard.
Each profession has its own minigames and quests associated with it, so the game will be perfectly scalable (I can add one, see if it works well, add content, and repeat).
Additional features include the following:
- The player may choose to live in any vacant apartment in any part of the city. NPCs will move in and move out at random intervals.
- Apartments may be customized with various goods purchased throughout the game world (furniture, etc.).
- Characters may be customized with various goods purchased throughout the game world (clothing, equipment, items, etc.).
- All objects in the game are interactive. If the player talks to a cabinet, the door will open...and such.
- NPCs are interactive. After visiting the blacksmith a few times, he'll remember the player's name. After that, he may hire the player if further interest is shown. The player may start with fetch quests for materials before the blacksmith decides to teach him or her how to craft.
- Befriended NPCs can visit the player for various reasons (hanging out, asking for a favor, announcing newly available quests, etc.), walk around the city, and more.
What features would you add to a life sim?