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#ActualAshaman73

Posted 06 November 2012 - 06:18 AM

Well, as many before you, you are telling a story and this

Doing this not only created a way for the character to gain currency, and level, but it also created the typical “spending Choice” most games incorporate.

are some vague hints to the game design. But game design is not story telling, story telling is only an optional part of a game.

You should post your story discussion in the writing for games forum and try to extract the game design from your description and present it here. What is the actual game mechanism, is the player able to manipulate the time, to freeze it, jump back to alter the game progress or is it just a generic MMORPG with a fantasy-time setting ?

#1Ashaman73

Posted 06 November 2012 - 06:15 AM

Well, as many before you, you are telling a story and this

Doing this not only created a way for the character to gain currency, and level, but it also created the typical “spending Choice” most games incorporate.

are some vague hints to the game design. But game design is not story telling, story telling is only an optional part of game.

You should post your story discussion in the writing for games forum and try to extract the game design from your description and present it here. What is the actual game mechanism, is the player able to manipulate the time, to freeze it, jump back to alter the game progress or is it just a generic MMORPG with a fantasy-time setting ?

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