04-25-2005, 11:12 PM
My first game was the ridiculously complicated RPG Quest for a King, which is still in development. My second was a smaller, but still hugely complicated RPG called Nietzsche. These games tried to take huge amounts of data to create huge worlds and complicated datasets where there's a huge number of characters with different skills, stats, etc, and have only had mixed results.
My last two games, Star Phalanx and Rambo vs. Kitty Cat, the game design is incresibly simple. There are three enemies in Star Phalanx, five in RvK. Everything you can do is bound to a key. In Star Phalanx, you move in four directions, and shoot two kinds of projectiles. In RvK, you can jump, move left and right, and shoot your gun.
Even though the world of Quest for a King is expansive(compared to the others, certainly), it's not as consistently fun as SP or RvK, in spite of all the work put into the design of the game and the world.
So maybe, before we start looking at the layers under the layers, there should be more concentration on fundamental game design at the lowest level, concentrating on discovering a design which pulls in players before you add a complex market system, six billion unique NPCs, or a multi-tiered story system with 312 unique endings.
Any thoughts?
My last two games, Star Phalanx and Rambo vs. Kitty Cat, the game design is incresibly simple. There are three enemies in Star Phalanx, five in RvK. Everything you can do is bound to a key. In Star Phalanx, you move in four directions, and shoot two kinds of projectiles. In RvK, you can jump, move left and right, and shoot your gun.
Even though the world of Quest for a King is expansive(compared to the others, certainly), it's not as consistently fun as SP or RvK, in spite of all the work put into the design of the game and the world.
So maybe, before we start looking at the layers under the layers, there should be more concentration on fundamental game design at the lowest level, concentrating on discovering a design which pulls in players before you add a complex market system, six billion unique NPCs, or a multi-tiered story system with 312 unique endings.
Any thoughts?