Game Design Guidelines

Issue #6 resolved
Rick H created an issue

Most importantly the game design needs to be fleshed out.

  • what links the world together? how does the player experience the secrets?
  • what kind of spells does the player has? (for fighting, as light)
  • what elements do support the story besides the dialogues?
  • how should the dialogue window look like - as crucial game element?
  • what is the narrative arc?
  • what are guidelines to impact the emotions of the player?
  • how should the music support the game feel?
  • what motivates the player to keep playing? / how spark the secrets curiosity?

Comments (3)

  1. Paul W
    • I think it's part of the world/story that the single NPCs seemingly aren't linked very much together. They are mostly immobile, living in their own tiny world (house+garden for the old woman, abbey for the monk, tavern for the goblin). However the secrets that are scattered throughout the world link these parts and gradually show how the characters are related.
    • I haven't thought about that very much yet, but something like a light spell would be really cool and especially good to show the dynamic lighting ;)
    • As the game world has few NPCs, the story needs to live off dialogues, notes, books and clues/secrets
    • What I'm mostly missing from the dialogue window is to see the quesion the player asked last (currently you only see the response and your possible answers)
    • We should decide if there are multiple endings and/or "good" or "bad" endings. In general, the player gets dragged into this bizzare situation and lunacy of the villagers. This is a main element I'd like to focus on.
    • One element could be surprise: The player is forced to so something agains the will of an NPC, but instead of being angry the NPC is friendly. Or the other way round: The player is asked to do a favour, but even upon doing that, the response is negative
    • I personally am not a big fan of orchestral, "tame" music. The game world doesn't have huge amounts of attention-grabbing action going on, so I'd like to put in a bit more eccentric music. My synth music at the witches house would be an example, but also unusual instruments or melodies. The music could also change during the game, being happy and calm at the beginning, and getting darker and stanger as the player progresses.
    • The design of the beginning is important. Will the player just be "thown in"? Should we put some plot background information into the intro cutscene? There should be some sort of red line for the player so you don't just run around aimlessly from the beginning on and miss the actual story
  2. Log in to comment