Why is that fun. In a way you have already offered an explanation but i would like you to drill deeper into that. (in theory you could do all the same things on a level surface and it would still have the same mechanics what does having those different levels really offer. )
What I really want is to clearly identify what is fun and start to build a pillar based on that ( is it the changing of levels in the arena, the combat between you and your opponent etc, find what is the fun part of it and clearly define that once that is done. Then we will start to compare our choices against that to move forward.)
Okay am going to separate fun into two types; Transitory and Long-term.
- The Shape shifting process itself
- The transition between elements
- The introduction of new forms
- The introduction of new arenas
- The initial novelty of the game itself
- The actual combat and its interaction with the elements,
- Planning the list of shapes you will take into combat,
- Multiplayer combat (if implemented - future design point)
- Ranking systems (if implemented - future design point)
- Shape creation model maker (if implemented - future design point)
why you made that chose for your design
You are so done by the spelling police btw -- I am going to assume you meant "choice".
Probably the major reason I made the choice to use this particular design amongst the many stalking through my head is practicality. A post inside a forum proposes an idea "Design by Committee". I do not know the poster nor do I know the other respondents in this post, but I like the ideal proposed. So I indicate my interest along with 2 others (at this stage...big hint there to the fence sitters by the way ). Lo and behold I suddenly am faced with the reality of having to provide a game idea with descriptive grey cubes as my noun of choice.
My decision came down to the following reasons:
- I am not fully aware of the skill sets within the committee.
- I am unsure as to the long-term commitment of those currently involved.
- I needed to utilise an idea that at its very heart can be defined by easily perceived constraints and simple elements, and;
- I wanted it to have a reasonable chance of being completed successfully.
On a completely personal note: I hope your health recovers soon or at least it should when I can find where I put that doll to take the pin out.