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Gamasutra - Looting Game Design

by Couchpotato, 2014-10-20 06:35:22

Gamasutra is hosting another article from Thomas Henshell who shares his view on looting game design for his RPG game. He uses Sid Meier's Pirates! as an example.

So what do I mean when I say I'm making Pirates! with mages? 

I do not mean having a 3D map with a mage running around attacking merchant caravans to impress governors and marry their daughters. To me, that would be a shallow copy.

I am implementing the six gold chests of design above in spirit.  Most of my effort is focused on creating a plausible, living and breathing fantasy RPG world.  One where nobles (my equivalent of governors) have personalities and ambitions.  They procedurally generate quests based on what is happening in their territory and with their neighbors.  You as the player decide which nobles you want to side with and which ones you want to use to test your new Fire Rain spell on.  I'm taking what Sid did and going further with it.  You have a home base (your mage tower)—and based on your fame (or infamy), nobles will send out raiding parties against you!  So being naughty (or nice) has a lot to do with your personal security.  This is one way the player will feel presence and permanence in the game world.  Ultimately, I want to give players the ability to tell their own story.  This, I hope, is what makes my game successful and keeps people returning for more. 

In short, I'm stealing.  In the best sense of the word :-)

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