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Macro-level Design Decision (Add your voice!)

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3:16 am
January 12, 2012


Demonac

Moderator

posts 40

We know we're making a sci-fi roguelike. We haven't ironed out much else yet. I suggest that we think about how we want to setup the game as a whole. I'm not talking about story/setting/history here (aka Fluff), and neither am I talking about the nitty-gritty details of gameplay. I'm talking about the overall, macro-level design that ties together the game. What is starting a new game like? What is the player trying to achieve? How does the player advance from session to session (or DO they advance?)

Here are the main, distinct options that have been coherently suggested on this forum (at least as I see them):

Pure Roguelike: The direction of the game is very straightforward. You start out by making and customizing a character, and fight through a more or less continuous series of challenges until you die (maybe there's a victory condition… but good luck with that). During the game, you make all kinds of progress (advancing skills, gaining equipment and experience), but when you die, you die permanently, and your progress is effectively lost. The sense of achievement comes from starting over from scratch every time, and trying to get further than you ever have (or further than you have with a given character design).

Persistent Player, Roguelike Gameplay(PPRG): The actual gameplay of this version is virtually the same as the Pure Roguelike(above), however before beginning, the Player creates an Entity that is larger in scale than the actual character they control when playing/fighting through challenges. Effectively, you have a framework built around the Pure Roguelike, allowing you to gain rewards and upgrades based on your performance within the Roguelike challenges. Likely, this version seeks to provide more specific goals (randomized missions attached to finite length randomized maps), and emphasize getting your character back alive after achieving your goal. Characters still have permadeath, but over time, the player may unlock more advantages that their new characters would start with.

3X/4X Adventure Game: This version seeks to blend the Randomized (and probably Hardcore) elements of a Roguelike with some of the features of a 4X game (such as MOO 2 or other "Civilization IN SPACE!" games). In one sense, we would likely have two (or possibly all three) of the following "dimensions" of Roguelike random exploration; a space component (exploring a galaxy, or at least a large solar system like the one depicted in Firefly), a planetary component (exploring the surface of worlds); and a local component (exploring a single point-of-interest on a planet, asteroid, whatever; a building or other "dungeon" stand-in). Such a game could either have a Persistent Component (like PPRG above), where your ship or homeworld or organization can be upgraded over time, but survives the loss of your character (just means you have to make a new one, losing that gear and experience), OR it may be fully hardcore; characters are expendible, but losing your ship (or homeworld?) in the space component would be Game Over. In any case, this game would require a tremendous amount of thinking and balancing to tie together the multiple components; the largest scope also means the highest level of difficulty and complexity.

 

This Thread:
I'll try to put forth the three concepts as I see them in greater detail with Pros and Cons, but I must admit right now – for transparency – that my bias is towards the middle option (PPRG). Please give your opinions of which direction we should go with Project Porcupine, or anything you would like to add to the PROs and CONs. If you envision another Macro-level direction for this game that doesn't fit under the three options I've listed, please make your case for it!

If we can choose a direction on this front, it will take us quite a bit closer to making it real; people will have a context in which to start proposing story elements, setting/history/flavor, thinking about UI, making concept art and preliminary art assets and starting to create a graphical style.

3:16 am
January 12, 2012


Demonac

Moderator

posts 40

Post edited 5:59 am – January 13, 2012 by Demonac


PURE ROGUELIKE:
The start of the game is making a character; we give as many balanced options as we can cram in, whether they be simple class/race comboes, or more detailed options, possibly going down to the level of talent and/or custom equipment builds.

PROs:

  • Familiar gameplay, which is a large part of what has drawn the community in the Roguelike direction.
  • Focus on gameplay; every move is important, many decisions are life-and-death (with potential short term and long term consequences for your character). Arguably, there is more opportunity to add complexity in the control scheme, and/or combat options, and/or character ability and equipment trees, where such detail might be too overwhelming in the grander scheme of the other macro-level design options.
  • Strong Storyline; by focusing on a basic Roguelike, there's great opportunity for building a compelling storyline, which may even be partially (or wholly) a random tree. Though the other game-types can certainly incorporate a good storyline, the narrower focus (and arguably the pure hardcoreness) allows the story to become more prominent, personal and involving.
  • Minutes to Learn, ??? to Master; Because this game will be graphical (unlike its ascii ancestors) it should be quite easy to get into. You play till you die, and the main form of advancement over the longterm isn't in-character, but the way you learn the ins-and-outs of the game out-of-character in order to improve your chances of getting further.
  • Compare Scores; it should be trivial (with quill's mastery of databases) to accumulate a wide variety of stats, and (upon death) to compare the success of your runs with the your previous best, as well as the community highscores and your friends' recent and best runs. Adding a wide (and hilarious) list of Achievements to the game will just make it that much sweeter.
  • Narrow Focus, Easier to Complete; it is easier to get to the playable beta stage for such a game, which makes things more concrete for the community, while still allowing for near endless iteration, improvements and additions by the community.

CONs:

  • It's Sci-fi, but it's just another Roguelike; as a community, I'm sure we can make it huge and diverse and ultimately a great game. But it doesn't have that much that sets it apart from other games of the genre.
  • Hardcore; while there is a special virtue to the challenge of starting from scratch every time (especially with the level of customization we would implement), but it is offputting to many if the current generation of gamers, who are used to convenient save-points.
  • Can't Finish the Storyline: As a corrolary to the CONs of being Hardcore, players are less likely to see very far into the storyline unless the game becomes easier over time in some persistent way. Most story-focused games (Mass Effect, Baldur's Gate) allow for (usually frequent) saving or respawning/retries so that a majority of players who put in the time can enjoy the complete experience.

CONTRIBUTIONS(though everything will come from the community, like UI and the game engine, these are things that the game will need LOTS of, in some cases almost unlimited amounts – we can always use more monsters and loot):

  • Class/race and other options for Character Creation
  • Equipment/loot drops
  • Monsters/mobs, encounter tables and AI
  • Character advancement options (skills or talents to choose from when leveling up, though another option is "your gear is your skill list", where most of your abilities come directly from drops)
  • Tilesets, doodads, special effects, item graphics/items and other art assets
  • PrefabRooms/Points of interest (such as "boss rooms", mini puzzles, story-points)
  • Overall Story structure or trees (if story is randomized), story NPCs
  • Allies (which could be more like loot with AI, or more of a story element)

OPTIONAL IDEAS(feel free to suggest more in the thread):

  • The ability to rescue or otherwise recruit allies as you go. This raises issues of how you control them, and ultimately any allies should be treated as secondary characters; if your main dies, it's game over.
  • Maybe rather than a single character, you make an adventuring party of 3 or 4 character to take on the mission, who continue on until the last one dies. Has all the fun of building multiple characters, but the cold hard reality of trying to limp forward (to almost certain death) after one or more team members have died. Adding characters as you go along has significant drawbacks, as you lose that feel of progressing with the ones you built yourself.
  • Multiplayer Coop; this option instantly complicates the game manyfold, in every way from networking to AI to the controls themselves (does it need to be turnbased now? how do you determine when you wait for who, how does this interact with the [suggested but not set in stone] time-system quill proposed?). However, of the different macro-level game types, this one is likely the best fit for simultaneous multiplayer.

3:16 am
January 12, 2012


Demonac

Moderator

posts 40

Post edited 6:01 am – January 13, 2012 by Demonac


PERSISTENT PLAYER, ROGUELIKE GAMEPLAY (PPRG):
You start the game by naming your Entity (something like a government, interstellar corporation or even a large starship), and there may be some light customization. The core of gameplay is similar to Pure Roguelike above; you make a (heavily) customized character and go adventuring through randomized maps, but the focus is less "go until you die" and more "go as far as you can and get back alive" or "go until you accomplish a mission and get back alive". By returning, you gain stuff which you can use to upgrade your Entity to make your characters in some way more capable, making future missions easier, and in fact allowing you to undertake more challenging missions.

PROs:

  • Same Game, but Grander; in many ways, you get all the virtues of the Pure Roguelike, but while maintaining many of the advantages of the hardcore format, but with the virtues of long-term advancement and a feeling of progress, even though sometimes you die horribly.
  • Focus On Missions; a randomized mission list (showing a subset of the many randomized missions contributed by the community) allows you to potentially choose the style, duration and difficulty of play for the current session, and this in turn gives you narrower short-term goals which you can succeed or fail, for immediate feedback
  • Hardcore but Not; it's hardcore in that each character you create is constantly at risk of permanently dying, and if they die and fail, you don't succeed in your mission, and you lose your guy AND don't get the rewards. But it's friendlier to casual players because when you succeed, you get stuff that you can keep, and that makes you stronger going forward.
  • Story Progress; The randomized mission structure tends towards less strong story than the Pure Roguelike's single-character focus, however, the persistence of the player Entity allows you to progress the story over time, and even if you often fail (and lose characters), putting in the time will allow most players to get through to the exciting, compelling parts, and eventually to the 'conclusion' (though in this type of game you should be able to continue playing after the 'end' of the story).
  • Small-Chunk Story; though there may be some drawbacks for overall, overarching story, the mission system has the potential to provide consistent, tight, complete stories which are satisfying for the player, even in a short session.
  • Community-Style Multiplayer; synchronized multiplayer probably doesn't fit as well here as in the Pure Roguelike model, and if it did, it would have all the complications and drawbacks I listed there. But with persistent player entities, you open up exciting possibilities for trading and/or auctioning items.
  • Tighter Theming; More content is almost always better; more monsters, more items, tilesets, everything. But in the Pure Roguelike model, all this stuff tends to get lumped together into a seriously ecclectic kitchen-sink. There are ways to combat that (maybe instead of one endless dungeon, it's a string of themed maps that you go through back-to-back, still getting more difficult the farther you go), but the modular nature of missions means each of the (potentially endless number of) missions can itself be a tight package of tilesets, enemies, loot and all wrapped in an objective that makes a cohesive package. Then you go on to the next one, and it can be completely and utterly different, but because you expect modular, it's less jarring.

CONs:

  • Not Pure Hardcore: There is arguably a drawback to the progress over time. It's hard to define the oldschool values, but there's a reason the previous game type is called "Pure Roguelike"
  • Story: Random missions have a lot of advantages, but story likely suffers. There may be ways to counter this, but even a story following randomized trees would be more direct in a more linear adventure. Now, this type of game could be done without random missions, for a stronger story, but you lose some of the other advantages of this model.
  • Comparing Scores: While some new metrics are created (you can measure your Entity's progress against other players' Entities), the ability to compare your 'runs' to those of others is a little bit reduced simply because the very concept of Entity progress means you are probably not starting on an even footing (certainly not exactly even) relative to others. In a Pure Roguelike (if there are only 2 or 3 customizations of the starting character, like Class/Race/Specialization), you can compare your runs to everyone, or compare them only to players with the exact same customization, for a level playing field.

CONTRIBUTIONS(Prettymuch Everything from Pure Roguelike, plus):

  • Themed Sets (tilesets with doodads, and encounter tables [each encounter table should include at least one monster for every difficulty rating, from your first level one map to high level stuff, plus can include traps and maybe other stuff at some levels, all of which should follow a tight theme like AlienRobots, or SwampCreatures]
  • Missions (an objective, one or more randomized maps, including guidelines for those maps [set piece rooms, bosses, story doodads, mcguffins], one or more tilesets and several Themed encounter tables from which to draw random monsters and traps). Example: "Hunt down and kill the infamous Interplanetary drug dealer Randombeard. The mission notes that he's on a Rocky Desert planet (with a random name of its own), and it tells you a threat level and how big the bonus reward for completion. There are 4 mountain ranges in which Randombeard may be hiding. Each mountain range is a separate random map maybe with a beginning and an end, each with a combination of the Mountain and Rocky Desert tilesets, and drawing enemies and traps from the DesertBeasts, ModernBandits2 and AirborneMercs Encounter Tables. One of the mountain ranges has the guy you are looking for and a fixed (but still scaling to difficulty) boss area and mixes in the Mountain Outpost tileset. Each other mountain range contains a clue which either tells you the correct mountain range, or helps narrow it down by telling you one he ISN'T in (which itself might be a bonus quest – maybe something else cool is there instead). If you complete your objective, you return the stuff (and get your bonus), then you have the choice to search any remaining sites or to go back to the mission list for a new one."
  • Entity-level advancement options (both skills/talents to buy with your mission rewards, and Entity level equippable gear, maybe in the form of rescued NPCs. Maybe other rescued NPCs could be used when creating a new character to start with some extra bonus; maybe you unlock the ability to start new characters with more/nicer gear, or maybe there are skills or other traits that you have to unlock in order to access more challenging or simply different types of missions)

OPTIONAL IDEAS:

  • Random Mission List; When you go to play, you are presented with a number of missions pulled (semi)randomly from the hundreds or thousands added by the community. Say 5 missions; each with a brief description of the objective, longer (paragraph) summary, a difficulty rating and a reward. You choose one mission you want to play, and one you want to save for later. After you play through the chosen one, it and the three not chosen will be cycled for new (semi)random missions, and next time you play you choose between the new 4 choices and the one you saved (and of course, you can save another or even the same one).
  • Random Missions Dictated by Story; Rather than choose from the mission list, completing one mission gives you a story reason for the next mission. These are still very random – even the story might be randomized from a tree structure, rather than a single linear story – but they follow a narrative progression of some sort. In this version, you likely have to complete a mission in order to move on to the next one (having to try again with a new character each time you fail, and each time that actual mission is randomized anew)
  • In addition to the multiplayer auction/trading functionality, there may be some type of asynchronous group competition; perhaps players can form guilds who compete in some way shape or form (over a period, two or more groups compete, and the one with the most successful missions per capita over the time period gets some kind of guild-based reward or even just "bragging rights" points).
  • Player content/conquest/industry; This would be a big, complicated and difficult feature to implement, but perhaps once a player has beaten a mission (maybe only certain mission types), they could take control of the mission planet, and having cleared a map, they could use the same map but build in their own fortifications. These player-built maps (as opposed to the community-based missions, which we would still think of as pure PvE) might make up a separate set of missions to choose from, and each time another player's character dies on your world, you would get some Entity-level currency/experience/loot as a bonus next time you log in.

3:17 am
January 12, 2012


Demonac

Moderator

posts 40

Post edited 3:23 am – January 12, 2012 by Demonac


3X-4X Adventure Game (Explore, Exploit, Exterminate… may or may not include Expand)

Of the three macro-scale game structures I've laid out, this one is the most wide open and therefore the hardest to define. I think I've successfully laid out the structure for the Pure Roguelike and the PPRG in a way that include most ways that we might implement those games. There are a LOT of different ways to structure the 4X Roguelike, depending on what aspects we want to focus on. Since I can't succinctly define it, I'll put up (some of) the options first to help us get our heads around it.

TYPES OF GAMEPLAY:
The core of the game will boil down to two, three, or possibly all four of the following aspects/game modes:
SPACE EXPLORATION: You control a customized ship (or fleet?) which you use to explore a randomly generated galaxy (or possibly a huge solar system with dozens of planets and moons, like the one depicted in Firefly). Combat may be a big part of this gameplay, or a rare nuissance, or possibly range from one to the other depending on the part of space you are exploring.
PLANET/MOON EXPLORATION: You control an atmospheric or surface craft (or possibly the same ship you use in space) exploring the surface of a randomly generated planet or moon looking for resources and/or points-of-interest. Combat may or may not be common (depending on the planet), but it's probably an important part of this gameplay.
DUNGEONS(POINTS-OF-INTEREST): This is the classic Roguelike gameplay, but just like in the PPRG there is an emphasis on improving your capabilities over time, both in leveling up and gearing up your character (or team), and unlocking upgrades so that when your character dies, the new one you create and customize will start off with some advantages that you have earned.
EXPAND/EMPIRE BUILDING: This is the element that may be the hardest to fit into our game, the hardest to balance, the highest additional time and complexity cost… yet it's also one of the more popular "dream game" elements that people propose. This would involve taking control of the planets/moons you clear out, and using the spoils of your exploration victories to build up economic and industrial structures, build mining operations, maybe researching some kind of tech tree, maybe build more starships. Perhaps you could have multiple ships/crews moving through the galaxy exploring different planets – though I assume you still want to micromanage each dungeon run, which makes the multiple crews thing seem less relevant. If, on the other hand, the game gets too close to a MOO 2 style, then building fleets of ships would almost certainly ecplise the Roguelike gameplay as a means of gaining control of more worlds, though story goals may allow us to contrive ways to keep the Dungeon exploration important.

OF THOSE FOUR: The Space Exploration and Dungeons are the core of the Roguelike game. The Planet Exploration component might be interesting, but it is also easily dropped, as your ship entering orbit of a planet could just scan the entire surface, allowing the game to represent each planet as a simple map listing points-of-interest(PoI) to explore (dungeon run). Sometimes, completing one PoI might reveal one or more new PoIs on the same planet, so there would still be some discovery aspect. The Empire Building (Expand) gameplay is something we would either have to leave out completely, make it bare-bones (you clear out a planet's PoIs, you can spend resources to establish a base, that base gives you some advantages over time once it has recouped its cost. Maybe there's a simple base-upgrade tree), or it may be a vast element that becomes a signature of the game. There are quite a range of ways to approach that.

PROs:

  • Does Everything; This has the potential to be a "game with everything". And it sounds good "on the box" (not that there will be a box).
  • Could be built in modular fashion; there's SOME potential to build the game initially as a modified PPRG (basically, PPRG with Space Exploration in place of the Random Mission selection), then aim to expand that with bare-bones Empire Building, and eventually possibly expand that into a full-blown 4x Empire component. Though again, the further we go in that direction, the harder it may be to keep the Dungeon runs the focus of the game. And if they aren't the focus, they may start to seem "tacked-on".
  • Two Roguelikes In One; you have a space roguelike and a character-based dungeon-running sci-fi Roguelike.
  • More Upgrades; people like upgrading things, and you now have your character, PLUS your ship/crew/entity (upgrading ships is cool!), and maybe even conquered (liberated?) planets
  • Story will be Epic; the large scale lends itself to a epic storyline, though how to incorporate story may take some thinking.

CONs:

  • Does Everything; Ever heard the term "Jack-of-all-trades, master of none"? The more a game tries to do everything, the harder it is to prevent one element from eclipsing the others, OR one element from sucking and dragging the rest down, OR one or more elements feeling tacked-on, and not really adding much to the game. Avoiding all these failings becomes more and more difficult the more you try to pack in.
  • Massive undertaking; if the Empire Building aspect is included as the bare-bones version, this game is about twice as big/complicated/hard to balance as the PPRG game. If the full Empire Building (tech tree, politics? competing empires?) is implemented, we might be looking at a game 3 or 4 times as hard to make as the PPRG. Add another multiple if we put in the Planet Exploration (three Roguelikes in one?).
  • How do we incorporate Story; will take some thinking.
  • Hardcore feel may be diluted; the more other aspects we add to the game, the more we may become distanced from our character(s), potentially taking us even further from the Hardcore/permadeath feel that some people consider core to some Roguelike fans.
  • May be TOO Hardcore; if on the other hand you can lose your ship and it's Game Over

CONTRIBUTIONS: (Most of the stuff from PPRG plus a whole lot more):

  • Ships(different player ship options and upgrades, ship systems and weapons, gear, crew, icons, enemy ships, enemy AI, etc…)
  • Planets, space art, maybe buildings and planetary upgrades?
  • Negative Space Wedgies

11:10 pm
February 1, 2012


TowelDragon

Norway

Member

posts 21

As far as i can see, there really is no way to integrate EXPAND/EMPIRE BUILDING into the game without it either being half-assed, or eclipsing everything else (see SPORE for an example of a game where that exact thing happened)

 

In my opinion, the PPRG seems like our best bet. The "Entity" part though, has to be handled carefully, to make sure the players character doesn´t start meaning less.


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