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#ActualPrinz Eugn

Posted 07 January 2013 - 12:30 AM

You've fallen into the classic trap of making the engine and thinking a game will pop out somehow, and you really need to step back and think about how to add actual gameplay (not just polish like most of the points you've separated in your post). If you don't do that, you'll end up with a shiny but boring tech demo and not a game.

 

You really need goals of some kind, even something unspoken, like building stuff or survival (Minecraft), and then require the player to take actions in order to do those things (e.g. limiting resources). Even pure open world sandboxes rely on players to create their own goals in order to be fun (think Second Life). You need to think of what those goals could be: exploring, building a better X, being the best hunter, collecting all the X,  and so on, and then implement features that allow players to track those self-made goals. It might be hard to cut back on your massive ambition, but you should probably concentrate on only one or two of those.

 

For example, if you limited ammo but spawned more in the world, that would induce the player to move around in order to avoid being eaten by monsters. Building from there, certain monsters drop material to build better guns, and are therefore more valuable. Maybe there are monsters you can't challenge in the beginning, but you can kill later if you get the right weapons, and they give you even better loot. But they only congregate around certain geographic features, so you have to find those... And so on...


#1Prinz Eugn

Posted 06 January 2013 - 10:22 PM

You've fallen into the classic trap of making the engine and thinking a game will pop out somehow, and you really need to step back and think about how to add actual gameplay (not just polish like most of the points you've separated in your post). If you don't do that, you'll end up with a shiny but boring tech demo and not a game.

 

You really need goals of some kind, even something unspoken, like building stuff or survival (Minecraft), and then require the player to take actions in order to do those things (e.g. limiting resources). Even pure open world sandboxes rely on players to create their own goals in order to be fun (think Second Life). You need to think of what those goals could be: exploring, building a better X, being the best hunter, collecting all the X,  and so on, and then implement features that allow players to track those self-made goals. It might be hard to cut back on your massive ambition, but you should probably concentrate on only one or two of those to concentrate on.

 

For example, if you limited ammo but spawned more in the world, that would induce the player to move around in order to avoid being eaten by monsters. Building from there, certain monsters drop material to build better guns, and are therefore more valuable. Maybe there are monsters you can't challenge in the beginning, but you can kill later if you get the right weapons, and they give you even better loot. But they only congregate around certain geographic features, so you have to find those... And so on...


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