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Ichtiander

Creative Directorship

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I have not long ago posted a thread where I tried to sell a singleplayer campaign concept. This concerned an important issue of mixing different types of gameplay and interweaving them with the plot to create a player influenced dynamic environment. Building even a short campaign is a difficult task, but the modding community could benefit greatly from sharing ideas on this topic.

Here is an extract from that thread: Initially, the player learns the game world behaviour by trying certain actions and observing their effects. The effects should be systemic and not random to enable him to manipulate the environment (i.e. consider a lower tier enemy type that will flee as soon as it comes under a degree of strain). These different effects should be easily comprehensible and shown in stages. This approach is optimal because otherwise the player will be bogged down with information. The game can then become more challenging by bringing the different game elements together that produce harder to predict results and require analysis, trial and error.

Before I open up about my scenarios I wanted to hear about some of your ideas on how to make the game more engaging beyond the "gun play".

Edited by Ichtiander

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Since this is merely a continuation of the discussion in your previous thread, this one is basically a duplicate.

Please only open up new threads for new subjects.

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