Discussion: Resource Gathering as a genre

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13 comments, last by Acharis 11 years, 3 months ago

I guess the main focus of the topic would then be HOW does the player interact with the things he has collected.

As Orymus3 mentioned, the game became dull because the formula of the game revolved around improving the same mechanic that gave you the resource.

Maybe the thing to do would be to gather resources which can be used in a wide variety of ways, such as wood. Wood has the potential to become furniture, fuel, buildings, weapons, tools; many things which could be useful in other ways.

I guess the challenge is to code a lot of interactivity with the things you create.

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I'm currently making a casual MMO (non rpg) game based around this very idea. In my game players can buy plots of land (it's a 2D tile game so each plot is a tile). Once they purchase land (which has rules around it to avoid people boxing others in, and other issues that could happen) they can then gather resources on their land, building housing, or other buildings.

There are zero NPC's in my game. The entire economy is player driven.

Players can build things like lumbermill (for processing wood to lumber), marketplace (for other players to buy/sell goods), bakery (to turn flour, eggs, etc into food), etc. The player owner of these buildings doesn't need to be online for others to use the building to make their goods. The owners set a fee for using their buildings, in the case of the marketplace it can be a % or a flat fee.

The players have needs that they must meet for their character to perform at optimal levels (you can't ever die in my game though). These needs is what drives people to basically make a civilization. I randomize the map once with all the resources the game has to offer and the first set of players will just appear on the map with some money, some gather tools, and the clothes on their back. I want them to create a civilization with the world I present them! Every server will look drastically different.

To start with I'll introduce some basic things, but over time the patches will add more and more things to the game. Resources that nobody cared about to start with will suddenly become important to craft new things that get "invented".

I have the streaming map to the clients with multiple clients able to connect finished (I'm very proud of the streaming map :)). Next I'm working on buying land, and then on gathering resources starting with wood & seeds from trees (you can plant trees with the seeds to grow more trees). Then the sky is the limit!

"Minecraft, Terraria, King Arthur's Gold" - All these games are about constructing things, not about resource gathering. Resource gathering there is merely an extra, an not even required in same cases at all (Minecraft classic do not even have any form of resource gathering).

Stellar Monarch (4X, turn based, released): GDN forum topic - Twitter - Facebook - YouTube

(Minecraft classic do not even have any form of resource gathering)

Mining blocks is resource gathering. Gathering anything that can be used to do something is resource gathering. Those games wouldn't be "fun" unless you had to work at getting resources to build. Otherwise it's just a modeling tool.

(Minecraft classic do not even have any form of resource gathering)

Mining blocks is resource gathering. Gathering anything that can be used to do something is resource gathering. Those games wouldn't be "fun" unless you had to work at getting resources to build. Otherwise it's just a modeling tool.

Minecraft classic had no resource gathering (permanent creative mode). It was just a modelling tool as you said. Yet, it was exptremely popular even then.

Sure, resoucre gathering, fighting, crafting are all nice things and adding these enrichted the game and many people would not play it without these. Still, in its core it's just a modelling tool. That's the primiary source of fun in that game.

Stellar Monarch (4X, turn based, released): GDN forum topic - Twitter - Facebook - YouTube

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