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(the last of my design notes; moved all discussion of free-agency feature to special section at the end) |
m (clarifying that these features are optional add-ons to the basic list of features) |
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Experiment with '''emergence''' — Play with different rule sets that can lead to unexpected results; let the system express itself.<br /> | Experiment with '''emergence''' — Play with different rule sets that can lead to unexpected results; let the system express itself.<br /> | ||
<br /> | <br /> | ||
'''Possible | '''Possible value-adding features''' (in addition to the "bare minimum" list in [[../Overview#Gameplay|the Overview]]): | ||
*<u>Alternate pathing, exploration, and optional powers</u>. Allows player to make game their own. Optional equipment and AI allies change flow of level (e.g., a character could get captured by the enemy and held hostage, and you have to rescue them or they actually die; this would not be scripted, but dynamic). | *<u>Alternate pathing, exploration, and optional powers</u>. Allows player to make game their own. Optional equipment and AI allies change flow of level (e.g., a character could get captured by the enemy and held hostage, and you have to rescue them or they actually die; this would not be scripted, but dynamic). | ||
*<u>Realistic AI</u>. Enemies are unpredictable and inventive, understand your intentions, and react to your situation in battle. | *<u>Realistic AI</u>. Enemies are unpredictable and inventive, understand your intentions, and react to your situation in battle. |