Difference between revisions of "Immerge"
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== Premise == | == Premise == |
Revision as of 13:11, 8 February 2019
Immerge 7/2/2019
"Simulation Group" - From the big paper:
Premise
Global Warming scenario (specifically flooding)
Perspective still unknown (3rd/1st Person probably)
Mechanic, and eventual win condition based on survival and building
Symbols, informative objects, and environmental storytelling are also possible narrative devices.
Mechanics/Winning
The survival and building mechanics occur along a 'realistic' time line. There are definite goals/constraints based on time (finding food/water sources, getting a first shelter/HQ built). Furthermore, many changes that make the environment that much more complex, dangerous, accessible etc. are based on normal rhythms of day/night, tides, (perhaps even seasonal?), and 'random' events of weather, or future/chained catastrophes.
Survival and building are broad mechanics, and additional mentions include collaborative puzzle/problem solving, operating with stealth, racing, etc. Building involves objects materials and resources, tools, and 'outcome' objects (a boat, filtration system, etc.).
Collaboration is a major theme - as there will be a cast of controllable characters, and non-player characters. Characters have generic and unique skills (strength, crafting ability, dexterity, etc.) which may overlap either of survival or building goals. Skill 'trees' were mentioned to also provide some sense of character development/progression.
Exploration is another major factor. A 'do-nothing' policy is rarely good for driving narrative, and/or character motivations. This is especially relevant in the resource-scarce environment of the flood.
Interwoven Character Team
This will be a narrative, and control/simulation mechanic. We are envisioning a 'party' system (say 3-5 characters) that may be controlled on an individual basis by the player, and also through their character interactions (requesting assistance from, directing, ignoring other characters, etc). Another interesting possibility was raised regarding motivations of party members.
The narrative aspect of this, is that the characters each have different perspectives and information. This is historical and ongoing. During play they are not in constant contact and one or more may leave the immediate party to explore, leave because they are upset with another party member, are on a mission, etc. If the character(s) return, they will usually also bring information which continues to drive the story. This could be relatively 'important' information that drives the story, or goals; or more peripheral information that may aid with narrative character development, or historical understanding of events.
I really like the party having individual and group motivations, and these being affected by actions and interactions. However we will have to resolve what we mean by 'use' of a character affecting these motivations. Is it like the AI will continue along a path that you're setting out for the character when you inhabit them? What if a player never switches characters (becomes absorbed in the one they started with, has a favorite, etc.) - Will this lead to stalls in the story? Will certain characters become underskilled, or will the AI 'keep up'? I also like the focus on exploration - but I think this is also a good way to introduce tension. The smart player will want to balance reckless exploration, with a conservative attitude. Up for discussion of course. (Edmund)