Game design:Idea dump
From Post-Apocalyptic RPG wiki
Welcome to the idea dump of the mechanics department!
- Realms of Arkania 1 manual: http://www.mazmorra.andaina.org/manuals/manuales/Manual_Arkania1.pdf
- Planescape: Torment vision statement: http://www.rpgwatch.com/files/Files/00-0208/Torment_Vision_Statement_1997.pdf (covers game mechanics & design philsophy as well)
- Fallout 1 vision statement: http://www.gamepitches.com/2010/05/fallout-1-vision-statement/
- Game Design Document Template by Chris Taylor: http://www.runawaystudios.com/articles/ctaylordesigntemplate.doc
- Some additional Glossary: From Pitch to real Design doc : http://en.wikipedia.org/wiki/Game_development#Pre-production
Copied from mechanics starting page
The following meta proposals should be merged in the long run to form a common basis for distilling the engine requirements of PARPG:
Open Computerized Tunable Obsessive Playable Universal System (subject to change)
How will battles, fights and other mayhem be handled by the game:
Task resolution system
This relates to "skills" in character system below (but also other gauges, in principal)
How does the player interact with the his character (PC)? How does the PC interact with the gameworld?
How does choice of Origin(e.g., "tribal", "townie", "lone wolf") effect character generation. See the first part of
Please see: Design Patterns of Successful RPGs. A Resource is something the Player has to utilize to progress in the game. Resources are often granted for completion of quests. Resources can often be transferred between classes via in-game actions.
These are the characteristics that are "more" innate and inborn than others. You will recognize some of the as "stats" either primary stats or derived stats. There will probably be two types: Gauges (aka "stats") and Gifts (aka Perks, Traits or advantages). Which turn out to be which will depend on where the game ends up.
Skills (aka Learned abilities)
In many games the distinction between a stat and skill is subtle. But for now, lets say that a skill is something that is readily increased during the game, and a stat is more or less constant.
These are little "specialization" goodies that mod your character from the above innate abilities and skills. They might be "born in" or added with experience by choice, or granted by fiat (e.g., "Gecko Skinning").
These are things that players give their character for flavor, but are rewarded with more "points" to spend on stuff that actually helps them. Fallout "Traits" were often mixed Advantages/Disadvantages.
Wounds, Buffs, and Health
How does the environment affect you? Can you chemically alter yourself? What are the benefits and/or consequences.
How does PC interact with NPCs? How do NPCs join and leave the party? How is reputation handled throughout the world?
- Zenbitz:Really deep thoughts about NPCs and their disturbing personalities
- RPGcodex party interaction proposal
Encumbrance, Equipment and Gear
STUFF! What will be common/uncommon/rare in the game. How will you cart it all around? How to handle "quest" or unique items.
- Item types (upgraded from thoughts)
Below is deprecated.
Without getting into setting... how will the player navigate his surroundings? What passive dangers must he be hardened against or avoid. How does this tie in with "items" and "health" categories above.
Reward and experience system
What does the player get for "doing stuff"? How does it effect the PC?
Quests and Scripting
Conversation between Technomage and Q_x about quests and event scripting in general:
- Philosophy of RPGs @ RPGcodex.
- Story Games and the OPIATE System. A thesis about using AIs to generate plots/stories in a computer game. Also useful to keep in mind for the game designers.
- User interface design: http://stackoverflow.com/questions/7973/user-interface-design