Before I start, let me introduce myself. My name is JD, I'm new to game design - I'm twenty. Let's get on with it
Ideas. Ideas are fun, we all have them. I'm not surprised that GameDev is full of people that are just kicking around ideas; I am surprised ,however, over the constructive criticism and general helpful attitude. Kudos to you, gamedev community! While I'm not going to share my personal ideas, I think a much more growing experience would be had from pontificating over concepts and references. The things to discuss are sporadically presented, they are not coherent within each other except the fact they have to do with game design. I think a lot of people will disagree with this way of presenting a thread but I'd like to experiment and see if a conducive conversation (alliteration!) results.
Here are the topics, pick whatever you want and give your thought:
"Elements" within gaming
This is prevalent. I don't think I need to tell ANYONE about the utilization of Fire,Earth,Air, and Water within video games. But why? Is it because someone adapted this idea successfully ( I know this definition of elements has been around for hundreds of ages, but I'm talking about it's use in video games) and from here on it has created unlimited nostalgia? Think about it - it is very strange we have held this idea for so long. what is so appealing about this? I am, too, drawn to it and can't explain why. I'd love to hear insight on this.
Sparse Multiplayer
The only example I can think of right now is Dark Souls and it doesn't QUITE fit the definition entirely. In the utilization of online components that are used in tandem WITH singeplayer, how does someone create a complete experience without making the game have a "segmented" vibe. Darksouls use of anonymity was brilliant and the small dose of player interaction within your singeplayer feels very organic. However, the game can fall apart during PvP, though I have a feeling that is largely due to connectivity. How would another game do this successfully with a more interactive community that allowed conversation with others in game?
Condition not Damage
Hit points have been in the industry for who knows how long. A measurable form of health is/was a great idea. With this system becoming increasingly cliche, how would a game developer combat(haha pun) this? Can a new process be implemented where speed, momentum, and trauma be simulated to check for death that isn't over complicated and CPU intensive? I know of games that don't have health bars, but I haven't known of one that has the above included. Is there a game that does this already?
Performance and It's Effects
I see a lot of let's play videos that have less than optimal framerate. These players, however, still enjoy the game. How optimized must a game be and how necessary is it for it's success? Are these players just making the best out of a bad situation or are they having just as much enjoyment as other players who can run it with 60+ FPS?
That's all for now, enjoy! Thanks for lookin'
ps - No spell checker? I'm becoming increasingly surprised with the amount of forums that ignore this feature. Kind of silly, if you ask me.







