Difference between revisions of "Guides:Game Concepts"
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Revision as of 20:37, 15 July 2011
Contents
Disclaimer
This is for illustrative purposes only.
I am not trying to dictate or in any way say that my perspectives are right
Game Concept Definitions
The idea here is to show how elements of the game might be loosely defined in a way that might provide both devs and player community with a sense of focus and direction, thus channeling the huge amount of creativity in the community.
I will write as though I am providing a definition but I do not expect anyone to agree with anything in particular.
That is, this is just an example.
Pvp
Player versus player competition is intended to promote a sense of thrill and excitement, via victory and loss, in a way that players will enjoy.
Kingdoms
Kingdoms are intended to give the players a team to fight for so that they will feel that sense of thrill when they win and the determination to get their own back for their own side when they lose.
Kingdoms should each have a rallying point of morale for the players. In real life, real people support this or that team because they have an affiliation there already. "Obviously, I will support my own country at the olympic games!"
Kingdoms should have quite a stark delineation so that players feel either certainty or, for players who are less decided, a sense of tension about whether they have picked 'the right side'.
HoTs
We are evil. We are bad. We will do whatever it takes to conquer. Libila is our guiding darkness.
Jenn Kellon
We are the forces of organisation and construction. Rebels and destroyers must be removed so that we can build. Vynora is the queen of our armies.
Mol Rehan
We will not be suppressed. We will not tolerate slaughter. Magrannon is the volcanic source of our exuberance.
Tritons
Yeah I know but I couldnt resist it ;)
We love the earth and the sea and the sky. Those others have no concern for our living world, slaying and slaughtering as they do. Fo is the root of our faith and the shield that protects us.
Tentative Kingdom Overview
- JK hate Hots and vice versa. Selfish chaos versus suppressive order.
- JK hates MR because MR are rebelliously outwith their idea of 'order' and yet so humiliatingly and humanly the same.
- JK cant stand TR because TR cant abide construction and the preservation of human life with high walls and directed development.
- MR cant abide TR cos they are so similar but have such different ideas about how 'freedom' should be achieved. They both love the natural world but MR like the uncontrolled, challenging Magranon while TR like the benificient, nurturing Fo.
- MR detests Hots because they are as suffocating as JK. Its not so much that they are selfish and greedy, its that they want everything their way.
- MR cannot understand TR. Why would you waste time on trees when people are Dying?
- Hots hates everyone really, but TR are disgusting. They grow trees and light instead of comforting, humid darkness and fungi. They are not just antipathetic like the JK, they are scum! They grow things that counter Libila's comforting and silent death.
- Hots love to kill MR. Ha they wont even stand with their JK bedmates. And anyway, they attack us when they are not attacking the JK scum!
- Hots loathe JK. They have no sense of respect for our desire for freedom, to do as we wish. To use their vacant corpses as pillows!
- TR detests the JK disruption of the 'natural' order. Maybe they are human, but probably they are a distorted form of insect.
- TR think that MR are a perversion of Fo's kindness, his angry side if he ever had one (that they would acknowledge).
- TR reject HoTs, outright loathesome dwellers in the darkness who distort and pervert the natural order of the 'Creator'
These are just ideas remember its the wording that people latch onto that provides a creative drive for the real people behind the characters. FRP? More psychology! These are not definitions so much as a sketch for people to aim toward