Comment on Game design question : how to make a "trapped" player character?
dustyData@lemmy.world 1 day ago
I’m only a hobbyist promammer but have probably read too much about game design. So all this advice is theoretical, I’m just quoting. All I have read always suggest that theme must follow gameplay, not the other way around. Suggestions are always to work on gameloops and gameplay elements first. Also, if a game can’t be physically prototyped, it isn’t ready for development yet. This is an odd suggestion unless you have tons of experience with board games, most games we play can be traced to physical simulation. RPG, FPS, puzzle games, management games, even visual novels can all be physically gamed. So I would suggest to do that first to find out which gameplay elements make sense with your desired themes. Iterate a lot, then it will be more intuitive and obvious what works with the theme and what doesn’t.
rigatti@lemmy.world 1 day ago
How do you physically game an FPS?
dustyData@lemmy.world 1 day ago
The actual gameplay is based on combat, paintball, and other simulations whose rules are replicated. Call of Duty doesn’t emulate real combat, it’s a shooting range circuit skinned like real combat. The gamefying elements are usually card based, or attribute based, which comes from euro board games. There are games whose weapon customizations are based on RPGs or card based deck building.
rigatti@lemmy.world 1 day ago
Thanks, I was just waking up and was big dumb. Somehow forgot paintball exists.
dustyData@lemmy.world 1 day ago
Yeah, armies have weapons simulator that shoot blanks and lasers to train for real world operations. There’s also BB guns. Most FPS studios send their developers to these places so they get experience and inspiration for weapon models and interesting level designs.