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Game Design Document: Scape

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Post by The Empty Lord Sat Oct 22, 2011 12:56 am

Just thought I'd keep you up to date.

I'm current doing a Design Process module in Stage 2 Computing and Games Development. It's 100% coursework and I'm going to be marked on the paperwork/development for a game: implementing/building the game is not required in this module, although he's encouraged us to make tech demos so that we have something to show talent-scouts.

I'm going to be making simpler tech demos for 2D platformers and puzzle games, but currently none of my ideas have managed to create a GDD (Games Design Document) with enough body that I feel I'll get good marks for. So--the point of this--I'm going to be creating a GDD for Scape (/Pallis, I guess).

I would welcome your input as much as possible and not just because you'll be doing the work for me, but because we get marks for scoping the audience and getting feedback. I feel very at home in a blog/forum environment, so I think I might actually get some work done. Wink

Here's what a template GDD looks like.
Spoiler:
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Post by The Empty Lord Sat Oct 22, 2011 1:34 am

Scope the Competition

I think the best place to start would be to scope similar games for the bits we like and the bits we don't like, in addition to adding features that you think would improve them.

World of Warcraft
My initial impression was that it was very artistically pleasing, at least as far as MMOs go. But it didn't take like before I started to feel isolated and alone because, despite it's awe inspiring size, the majority of the "new player zones" were vastly unpopulated. In fact, even as I progressed to the level 15-30 range (which at the time was half way), I still wasn't finding any areas of the map that felt used. I'd occasionally bump into other players completing the same quests as me, but the strict class-based system meant that we didn't share a lot of the same content... so unless they were the same class as me, we went our separate ways very quickly.

The game also lacked an obvious tutorial, so I felt very alienated. It wasn't until a real-life friend gave me the low down that I even knew how to speak in public chat, or how groups worked. The game definitely felt better suited to friends starting out together.

I eventually gave it up as a bad job, and learnt from friends that World of Warcraft's hook was their heavy instance/raiding systems... with the majority of the community hanging out in these off-map areas, with the only parts of the actual map being used were the good grinding locations, and main towns where people sell the content they'd unlocked.

RuneScape

Fable 3

Perfect World


Based on the games I've played, a direction that I don't feel has fully be explored is a real-time/dynamic map... where the majority of the content actually takes place in the "real" world, rather than caves and dungeons. Through a brainstorming session with a friend, we came down with a mechanic where--similar to raids/instances--events will happen in real time on the map, such as Goblins raiding a towns. The players would then partake, if they wished, either to aid the town or the raiders: or they go ignore it, although face the consequences of damage to their environment. The pro to an instance based construct is that once it's finished the entire area would be deleted, with no permanent "damage" done: I won't to disregard this. The community's actions would affect the community. Obviously I would need to add a repair mechanic... either the towns rebuild themselves over time, or the players can--again--interact.

This further developed into discussion about a guild system, where players could establish their own towns which would be seiged by NPCs. My friend pointed out that "super guilds" would emerge, and I instantly thought "I must try and implement something which prevents this"... having played real-time-strategies, it was very annoying when very skill players would basically use new players as a resource, given their in-ability to competently defend themselves or even know what's going on. Dynamic difficulty. If a particularly competent clan emerges, I'll create an unbeatable instance that will knock them down a peg or two. Golems raid their city and destroy all the walls and safeguards: allowing the smaller clans to pillage and get out. Perhaps create a system where a clan can only have so many member that they can house, so destroying some of their property forces the clan to segregate.

Whilst this all went on a tangent, it provided some very good mechanics. Almost Fable-esque where your decision alter not only the story but the environment you're in. The classic: destroy the evidence or hand it in. But I made the decision right there that I didn't want a global good-bad system, but perhaps localized reputations where a town would hold you with respect if they could always rely on you to help.
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Post by MorbiusMonster Sat Oct 22, 2011 2:35 am

You've not gripped my attention.

I tried to join a games design course before as well, but they insisted on charging me, never sent me the goods so I got in touch with them. They still never sent me the goods, so I told them I wasn't going to pay until they did. They still didn't so I cut the payment and demanded a full refund. They acknowledged the mistake on their part and offered the course again to me, but I said no.
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Post by The Empty Lord Sat Oct 22, 2011 2:50 am

I'm not trying to grip your attention. That isn't a product overview, that is just a summary of a particular mechanic that was written on-the-fly.

Also, what goods exactly were you expecting. Aside from "Congratulation, you're in!" my university hasn't sent me anything...
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Post by Duskcurse Sun Oct 23, 2011 7:42 am

Hey, if you are seraching for inspirations, see Dreamlords
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Post by The Empty Lord Sun Oct 23, 2011 3:04 pm

I'm not looking for inspiration from existing games. I'd actually rather I avoided that entirely. I'm not actually that versed in MMORPGs, beyond those mentioned, so I can at least feel my ideas are unique even if they aren't. Smile
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Post by Duskcurse Mon Oct 24, 2011 1:37 am

I meant it for to get inspiration in some mechanics there, for example in Dreamlords one has a "Patria" wich one can expand by conquering isles, and ocasionaly it get's attacked by creatures, and by the end of the time all servers are reset putting you in lvl 1 again, but before that happens all players are attacked by an armie of evil creatures, and after that the "God" that created the dreamlords resets time
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Post by The Empty Lord Tue Oct 25, 2011 7:05 pm

Combat needs to be a combination between ability based and "action RPG", which is basically like FPS where you have primary and secondary weapon on left and right mouse, and you click for each attack. With the right weapons you can get a hack-n-slash feel, although I'd rather NPCs were on par with players. So if it's a level 1 area the enemies should be level 1 and the combat suitably hard (or at least against enemies who look aggressive/able to fight/defend, fighting a giant rat might be simpler).

Perhaps it's just me, but from playing games like Dungeon Defenders and , I find myself lunging forward with each attack and it's impossible to steer whilst in combat. Either I need to be taught how to remain in cotrol of my character, or this is intended as I'm going to not use the mechanic.
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Post by Zectiox Tue Nov 01, 2011 8:54 pm

I read your ideas with intrest. I like the event if Goblins/Orcs/Bandits would attack towns, villages. And players could join with the town guard to protect the town or join the bandits to destroy it, or just ignore it. It would mean a huge coding and stuff but the result would be very instresting. And one day wouldn't be the same as yesterday. But the town would repair itself from income, and/or players could give the town stuff to help rebuild it and protect from smaller groups of bandits trying to attack. I got so many ideas of theese events.

The guild would also be an intresting spectra. If you've played Lord of the rings Online they got Guilds and Guild houses. and also a player-owned town (town with houses owned by the players) It would be nice to have i.e. portals to clan/guild towns. It wouldn't be like the citadel, with an upkeep which due to long inactivity leads to decreasing the tiers. The town could have more ideas. Where Guild members could participate in events gathering stuff, protecting the town from invaders, helping building the town (own bank, church, shops) it could all be managed. (sry I got my imagination in the air on this idea now)

I hope I got this right Tongue
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Post by The Empty Lord Fri Nov 04, 2011 5:15 am

All sounds very good. The only issue I have with that player-owned-towns idea is that it takes players away from the map. As much as possible, I want to keep players in the "real" locations. Perhaps I could use something similar to Varrock during the Varrock Defender quest, and merely have the a fixed area on the map but it's uniquely generated per player... but somehow allow players to see each other.

Overlapping different worlds. Smile
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Post by Zectiox Fri Nov 04, 2011 5:45 am

Spoiler:
.^just a bunch of ideas and thoughts..
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Post by The Empty Lord Mon Nov 07, 2011 6:27 am

I think far too much focus is being put into "player-owned" / "player-controlled" and not the "play" part. I'm creating a game, not a toy. I've been taught a distinction between games, toys, simulations and puzzles... and thus far we're discussing features of a "toy". Wink

I think I should get a better GDD template, so I can get a more reasonable list of headers to populate. Smile
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Post by Zectiox Tue Nov 08, 2011 3:32 am

yeah the thoughts was completly on the player-owned instead of the play-part.

yeah, we could take one section of that template and discuss it or something


btw, this site has bugged me during some time now, atm Im seeing through this website to the background, so I need to scroll up everytime I want to read the post above Tongue maybe just my firefox...
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