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#ActualAngleWyrm

Posted 28 July 2013 - 05:48 PM

I'm trying to find a rather realistic approach to death in my game. The idea was to have no magic, which eliminated resurrection in the classical sense. It's more medieval, so no respawning in a laboratory. The only idea I can come up with in that regard is having the player respawn in a holy place (church, graveyard, etc) by the gods' will. I want the punishment of death to be the loss of all items on the player.
To my mind, churches and gods count as magic. A more realistic approach to death would be to have the player character die. The message being that your avatar is mortal, and that life is precious and risks are risky. Continuation of the game could be achieved by playing as a descendent or relative. Maybe even allowing the player to form relationships in the game for the express purpose of raising children that will be their next of kin, should they die.
 
On the mining aspect, I sense that ore quantity needs a little more consideration. The ore in Starcraft is a finite building material, and players attempt to gather all there is as quickly as possible. Minecraft has both infinite resources (trees, wheat, water) and finite resources (cobblestone, iron, diamonds). I don't enjoy vanilla Minecraft, but I do play heavily modded minecraft, which allows for a lot of conversions between resource types, to clear up problems with scarcity.
 
Perhaps it would be valuable to consider what the player will use the ores for, and how much they will need over the course of a game. It requires acknowledging that a game has an end state, when the player has either finished the game, or is done messing around with the game. For example, League of Legends has a very clear end state-- destroy the enemy base. Minecraft on the other hand is not so clear about the end of game, which typically happens when local finite resources are exhausted.

#11AngleWyrm

Posted 27 July 2013 - 03:55 PM

I'm trying to find a rather realistic approach to death in my game. The idea was to have no magic, which eliminated resurrection in the classical sense. It's more medieval, so no respawning in a laboratory. The only idea I can come up with in that regard is having the player respawn in a holy place (church, graveyard, etc) by the gods' will. I want the punishment of death to be the loss of all items on the player.
To my mind, churches and gods count as magic. A more realistic approach to death would be to have the player character die. The message here is that your avatar is mortal, and that life is precious and risks are risky. Continuation of the game could be achieved by playing as a descendent or relative. Maybe even allowing the player to form relationships in the game for the express purpose of raising children that will be their next of kin, should they die.
 
On the mining aspect, I sense that ore quantity needs a little more consideration. The ore in Starcraft is a finite building material, and players attempt to gather all there is as quickly as possible. Minecraft has both infinite resources (trees, wheat, water) and finite resources (cobblestone, iron, diamonds). I don't enjoy vanilla Minecraft, but I do play heavily modded minecraft, which allows for a lot of conversions between resource types, to clear up problems with scarcity.
 
Perhaps it would be valuable to consider what the player will use the ores for, and how much they will need over the course of a game. It requires acknowledging that a game has an end state, when the player has either finished the game, or is done messing around with the game. For example, League of Legends has a very clear end state-- destroy the enemy base. Minecraft on the other hand is not so clear about the end of game, which typically happens when local finite resources are exhausted.

#10AngleWyrm

Posted 27 July 2013 - 03:55 PM

I'm trying to find a rather realistic approach to death in my game. The idea was to have no magic, which eliminated resurrection in the classical sense. It's more medieval, so no respawning in a laboratory. The only idea I can come up with in that regard is having the player respawn in a holy place (church, graveyard, etc) by the gods' will. I want the punishment of death to be the loss of all items on the player.
To my mind, churches and gods count as magic. A more realistic approach to death would be to have the player character die. The message here is that your avatar is mortal, and that life is precious and risks are risky. Continuation of the game could be achieved by playing as a descendent or relative. Maybe even allowing the player to form relationships in the game for the express purpose of raising children that will be their next of kin, should they die.
 
On the mining aspect, I sense that quantity needs a little more consideration. The ore in Starcraft is a finite building material, and players attempt to gather all there is as quickly as possible. Minecraft has both infinite resources (trees, wheat, water) and finite resources (cobblestone, iron, diamonds). I don't enjoy vanilla Minecraft, but I do play heavily modded minecraft, which allows for a lot of conversions between resource types, to clear up problems with scarcity.
 
Perhaps it would be valuable to consider what the player will use the ores for, and how much they will need over the course of a game. It requires acknowledging that a game has an end state, when the player has either finished the game, or is done messing around with the game. For example, League of Legends has a very clear end state-- destroy the enemy base. Minecraft on the other hand is not so clear about the end of game, which typically happens when local finite resources are exhausted.

#9AngleWyrm

Posted 27 July 2013 - 03:54 PM

I'm trying to find a rather realistic approach to death in my game. The idea was to have no magic, which eliminated resurrection in the classical sense. It's more medieval, so no respawning in a laboratory. The only idea I can come up with in that regard is having the player respawn in a holy place (church, graveyard, etc) by the gods' will. I want the punishment of death to be the loss of all items on the player.
To my mind, churches and gods count as magic. A more realistic approach to death would be to have the player character die. The message here is that your avatar is mortal, and that life is precious and risks are risky. Continuation of the game could be achieved by playing as a descendent or relative. Maybe even allowing the player to form relationships in the game for the express purpose of raising children that will be their next of kin, should they die.
 
On the mining aspect, I sense that quantity has not been adequately considered. The ore in Starcraft is a finite building material, and players attempt to gather all there is as quickly as possible. Minecraft has both infinite resources (trees, wheat, water) and finite resources (cobblestone, iron, diamonds). I don't enjoy vanilla Minecraft, but I do play heavily modded minecraft, which allows for a lot of conversions between resource types, to clear up problems with scarcity.
 
Perhaps it would be valuable to consider what the player will use the ores for, and how much they will need over the course of a game. It requires acknowledging that a game has an end state, when the player has either finished the game, or is done messing around with the game. For example, League of Legends has a very clear end state-- destroy the enemy base. Minecraft on the other hand is not so clear about the end of game, which typically happens when local finite resources are exhausted.

#8AngleWyrm

Posted 27 July 2013 - 11:32 AM

I'm trying to find a rather realistic approach to death in my game. The idea was to have no magic, which eliminated resurrection in the classical sense. It's more medieval, so no respawning in a laboratory. The only idea I can come up with in that regard is having the player respawn in a holy place (church, graveyard, etc) by the gods' will. I want the punishment of death to be the loss of all items on the player.
To my mind, Church and God counts as magic. A more realistic approach to death would be to have the player character die. The message here is that your avatar is mortal, and that life is precious and risks are risky. Continuation of the game could be achieved by playing as a descendent or relative. Maybe even allowing the player to form relationships in the game for the express purpose of raising children that will be their next of kin, should they die.
 
On the mining aspect, I sense that quantity has not been adequately considered. The ore in Starcraft is a finite building material, and players attempt to gather all there is as quickly as possible. Minecraft has both infinite resources (trees, wheat, water) and finite resources (cobblestone, iron, diamonds). I don't enjoy vanilla Minecraft, but I do play heavily modded minecraft, which allows for a lot of conversions between resource types, to clear up problems with scarcity.
 
Perhaps it would be valuable to consider what the player will use the ores for, and how much they will need over the course of a game. It requires acknowledging that a game has an end state, when the player has either finished the game, or is done messing around with the game. For example, League of Legends has a very clear end state-- destroy the enemy base. Minecraft on the other hand is not so clear about the end of game, which typically happens when local finite resources are exhausted.

#7AngleWyrm

Posted 27 July 2013 - 11:25 AM

I'm trying to find a rather realistic approach to death in my game. The idea was to have no magic, which eliminated resurrection in the classical sense. It's more medieval, so no respawning in a laboratory. The only idea I can come up with in that regard is having the player respawn in a holy place (church, graveyard, etc) by the gods' will. I want the punishment of death to be the loss of all items on the player.
To my mind, Church and God counts as magic. A more realistic approach to death would be to have the player character die. The message here is that your avatar is mortal, and that life is precious and risks are risky. Continuation of the game could be achieved by playing as a descendent or relative. Maybe even allowing the player to form relationships in the game for the express purpose of raising children that will be their next of kin, should they die.
 
On the mining aspect, I sense that quantity has not been adequately considered. The ore in Starcraft is a finite building material, and players attempt to gather all there is as quickly as possible. Minecraft has both infinite resources (trees, wheat, water) and finite resources (cobblestone, iron, diamonds). I don't enjoy vanilla Minecraft, but I do play heavily modded minecraft, which allows for a lot of conversions between resource types, to clear up problems with scarcity.
 
Perhaps it would be valuable to consider what the player will use the ores for, and how much they will require over the course of a game. It requires acknowledging that a game has an end state, when the player has either finished the game, or is done messing around with the game. For example, League of Legends has a very clear end state-- destroy the enemy base. Minecraft on the other hand is not so clear about the end of game, which typically happens when local finite resources are exhausted.

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