Games as Simulation
What are the basic
assumptions behind your indi dev video game? What world view does it suggest?
In the sketch of my
indi dev video game, I want to describe an unreal world for player experiencing
my game. There are two kinds of
background design in normal games. A kind is based on real world, like
Commander and Conquer, Age of Empire etc.. Another kind is unreal fantasy
background design, like StarCraft, Heroes of Might and Magic etc.
Players can easily accept the game world design and quickly experience the game core of tactics. But in the other hand, the similar background of them and too much ruled by real world will make the game’s setting same as others, like Deja-vu. Although there is a great world design, it is hard for impressing players. And after playing this game, they can only remember some simple things just like “Mario slave the Princess.” Because the reasons of their fighting are only terrorist organization (Ace Combat), war between countries (Total war) and crime (Delta Force), and all happened in earth.
I will try to change it in some places,
include:
1, Add more scientific evolution system, so the
natural environment will give players more feedback for evolution limit.
2, Focus on the survival and creation elements,
so that players will pay more time in game and more interesting. (Minecraft)
3, more evolutionary and technological choices,
we can give up the microorganism period, and start game with choose a base type
of animals to evolve. So that players will not waste too much time in the
boring of big fish eat small fish.
4, more technology and diplomacy options
(Civilization Series)
5, social interactions (The Sims)
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