Friday, October 19, 2012

Game Mechanics

Game mechanics are a tough thing to understand. Even after playing many games, taking classes, and building games, the mechanics are tough to define. I have recently played Wizorb and Might and Magic: Clash of Heroes. These two games both have what seems to be an rpg element where you walk around towns and talk to people. The Legend of Zelda: A Link to the Past comes to mind when I am playing those games. Ninja Royale feels like that right now. You have a guy who wants to help a city, there will be some parkour, and eventually some sort of boss fight. What Wizorb and M & M have is that the game isn't actually an RPG. They are strategy games. There is a whole other game than just walking around cities, talking to people, and saving the town. The important questions we have to ask are:

What do you have to do to save the town? Why are you being forced to do it that way? Why are you saving the town?

We want to make our game unique. These games did something unique. You think it is going to be another RPG/Hack and Slash. They turn it on its head by creating a new mechanic or new gameplay style. How can we make a game within what looks like another RPG?

The idea I had was to use these spirit wards. In Japanese culture they many ways to ward off evil. I want to take this a step further and create a game out of these wards. I am still fleshing this out, but this could be the reason why the character has to parkour. These spells are in all the usual places so the character has to get creative and go around them. The character can also use these spells to protect himself or others. Anyways I am still working on it.

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