Roadmapping a game idea
Posted: Sat Jan 06, 2018 5:32 am
The following post and subsequent posts here are the roadmap of a game. I am not a coder, programmer, or anything close. It is merely an idea that came into my head and that I need to get out of there as no one else has worked on it anywhere near what I'd do if I could. No, I'm not taking up game development as a hobby. If you think you can put this road map to use, feel free. You won't get a copyright strike, I won't come looking for you, you don't have to compensate me. It's just me throwing out a system that may or may not work. Feedback is welcome as I'll be building this idea over time
Story
You are thrust into a world you didn't know you were a part of. As it stands, you are required to pay debt to those you owe, who are looking for you. Your past was filled with debt, strangling off love interests and compromising your relationships. You're more of a loner now and having a sudden windfall has put you into a crisis. Can you pay off your debts? Do you want to? Is it too much? Or is it generational?
More has to be understood about the entire premise before a game can be mapped out. Too shallow and players lose interest. Too deep in the beginning and players turn apathetic. A story can certainly follow a few beats and twists and turns, but overall, the story needs to be strong and enticing. As more characters are introduced, smaller stories can certainly enliven what is going on. Relationships and their growth (both positive and negative) are usually avenues that can certainly cause a group to like or hate a story.
As more time goes on, the story needs to change and evolve. It has to grow and learn when to contract when it gets too out of line. If it stays too far in one area, it quickly becomes stale as time moves on.
Setting
A static setting has to engage the player enough that they don't notice it hasn't changed. For certain games, the setting of a courtroom (Phoenix Wright) was not the strength of the game, it built upon a good story. Depending on the type of story, a static setting allows for a story's strengths to be placed elsewhere. As such, for this game, the setting is built up over time and over the course of the game that the player engages. "Trophies" of certain accomplishments allow the players to note the changes that have occurred. Whether that's to a house or other earmarks if for the developer to decide. Regardless, the player gets certain rewards to note the progress that they're making. Small, minute changes should build up to more eventful changes as time moves on. While true in a static setting, a more dynamic game setting (such as RPGs) have the changes occur to characters which can note the change from the beginning of the journey. Slowly building up these changes allows for better dynamics to work with player behavior could be an observance.
I should warn that setting can't change too quickly or too slowly. Too quickly, and the player can become confused and lost on what they are to do. Too slowly equates to not enough build up or interest in other aspects of the game. A player engaged in a story or gameplay won't notice the setting unless those two aspects are way off. Small twists of settings can occur and enhance the experience, but it should always have other strong elements of the tools of a developer (story and gameplay) to entice the player to continue the game.
Story
You are thrust into a world you didn't know you were a part of. As it stands, you are required to pay debt to those you owe, who are looking for you. Your past was filled with debt, strangling off love interests and compromising your relationships. You're more of a loner now and having a sudden windfall has put you into a crisis. Can you pay off your debts? Do you want to? Is it too much? Or is it generational?
More has to be understood about the entire premise before a game can be mapped out. Too shallow and players lose interest. Too deep in the beginning and players turn apathetic. A story can certainly follow a few beats and twists and turns, but overall, the story needs to be strong and enticing. As more characters are introduced, smaller stories can certainly enliven what is going on. Relationships and their growth (both positive and negative) are usually avenues that can certainly cause a group to like or hate a story.
As more time goes on, the story needs to change and evolve. It has to grow and learn when to contract when it gets too out of line. If it stays too far in one area, it quickly becomes stale as time moves on.
Setting
A static setting has to engage the player enough that they don't notice it hasn't changed. For certain games, the setting of a courtroom (Phoenix Wright) was not the strength of the game, it built upon a good story. Depending on the type of story, a static setting allows for a story's strengths to be placed elsewhere. As such, for this game, the setting is built up over time and over the course of the game that the player engages. "Trophies" of certain accomplishments allow the players to note the changes that have occurred. Whether that's to a house or other earmarks if for the developer to decide. Regardless, the player gets certain rewards to note the progress that they're making. Small, minute changes should build up to more eventful changes as time moves on. While true in a static setting, a more dynamic game setting (such as RPGs) have the changes occur to characters which can note the change from the beginning of the journey. Slowly building up these changes allows for better dynamics to work with player behavior could be an observance.
I should warn that setting can't change too quickly or too slowly. Too quickly, and the player can become confused and lost on what they are to do. Too slowly equates to not enough build up or interest in other aspects of the game. A player engaged in a story or gameplay won't notice the setting unless those two aspects are way off. Small twists of settings can occur and enhance the experience, but it should always have other strong elements of the tools of a developer (story and gameplay) to entice the player to continue the game.