++CALL MY NAME AT NIGHTFALL++

Anguished ramblings of a wannabe game designer

Thursday 6 August 2009

Objectives

Pulling back on the reigns, I'm going to focus on the game goal and objective before I get too involved some some of the finer details ahead of time.

Why would you play this game? This question is always the cruncher. If people find nothing appealing to do in the game, they won't play. They won't return.

Making people play and making people return are fairly symbiotic but can be addressed separately. Promise of new content or a limit on actions per time period will naturally cause people to come back later to continue exploring the game. I intend to release content in chapters, to pace my efforts and to encourage the more dedicated players to return later for new material. But what is the game all about?

Collection. Progression. Competition.
I'd like the game to be open-ended - no end game goal, but rather chapters of content to overcome periodicly. You comeplete a chapter as a mini-game and continue onto the next with the same character or a new one. Multiple characters is another topic to discuss later, but something that would be limited by achievement, something like 1 new character limit per completed chapter of content with the option of deleting an existing one to replace.

Collection. As discussed, a major element of the game is the collection of cards. Cards being an intangeable object within the game representing various objects. Some are expendable or temporary, some are permanent markers of progress and victories. Theming the game around the collection of cards and their affect on the game is my major appealing point.

Progression. This ties into collection, as your progress is marked by the collection of cards. Each new area completed or problem overcome is likely to award a player with a card for their character and/or account. Progress in the game is devided by chapters of content. Progress of character is marked by Feat cards.

Competiton. Again, ties into collection. Players compare characters and accounts by their collection of cards.

It was inevitable to discuss cards again. Will this game flourish on its card collection factor?

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