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Oni2:Slaves of War/Design: Difference between revisions

elaborated on trust element, and added reference to The Thing game
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(elaborated on trust element, and added reference to The Thing game)
 
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Game designers should ask themselves, What is my game teaching people? All games teach rules to people and therefore have implicit messages, a "'''meaning of life'''" if you will. This is not necessarily connected to the actual story, and may arise from the mechanics instead. See [https://www.whatgamesare.com/2012/05/games-and-meaning.html this article] for details.<br />
Game designers should ask themselves, What is my game teaching people? All games teach rules to people and therefore have implicit messages, a "'''meaning of life'''" if you will. This is not necessarily connected to the actual story, and may arise from the mechanics instead. See [https://www.whatgamesare.com/2012/05/games-and-meaning.html this article] for details.<br />
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It should be possible for the player to '''grow closer to each ally''' (member of your AI team). If there is a betrayal later, it won’t be the one you are closest to, because they’ll be too fond/respectful/admiring of Konoko to betray her. Each member would have their own reason to support the group and a potential reason to betray the group. Each has specific traits that can benefit the group more if you bond with them. One might be timid, but with a sharp sense of humor; he might be cowardly in battle but a good hacker. Another might be hard to like, but a strong ally in battle. Given enough variety in the team, different kinds of players will each find someone to relate to on a personal level or admire. Look to Persona 3 or later for an example of a deep relationship system, and look to [https://arstechnica.com/gaming/2016/03/how-xcom-2-made-me-care-about-the-little-guy/ XCOM 2] for an example of getting players to invest in the soldiers she commands.<br />
It should be possible for the player to '''grow closer to each ally''' (member of your AI team) through actions which will endear them to you. If there is a betrayal later, it won’t be the one you are closest to, because they’ll be too fond/respectful/admiring of Konoko to betray her. Each member would have their own reason to support the group and a potential reason to betray the group, so a member who you neglect is more likely to be the traitor. However winning over one member might hurt your relationship with another who dislikes that person, so you can't simply max your relationship points across the board by grinding through trust-building actions with each character. Each character has specific traits that can benefit the group more if you bond with them. One might be timid, but with a sharp sense of humor; he might be cowardly in battle but a good hacker. Another might be hard to like, and alienating to the other members, but a strong ally in battle. Given enough variety in the team, different kinds of players will have their own favorites. Look to Persona 3 or later for an example of a deep relationship system, and look to [https://arstechnica.com/gaming/2016/03/how-xcom-2-made-me-care-about-the-little-guy/ XCOM 2] for an example of getting players to invest in the soldiers they command. Also see 2002 game [[wp:The Thing (video game)|The Thing]], where a low level of trust from a teammate restricts the actions they will perform, and you have to earn their trust back.<br />
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If we have the resources to spare, it would be fun to add something really exciting to a level but direct little attention to it, and wait for players to find it. Say they exit a base, and notice a stadium nearby with sounds of distant cheering, and upon entering it they find out they can participate in a fighting tournament.  (Imagine that music like “Yo Pumpkin Head” from Cowboy Bebop is playing, to set the tone.) This kind of surprise will create a '''joy of discovery''' and lead to the sharing of these discoveries with the community.<br />
If we have the resources to spare, it would be fun to add something really exciting to a level but direct little attention to it, and wait for players to find it. Say they exit a base, and notice a stadium nearby with sounds of distant cheering, and upon entering it they find out they can participate in a fighting tournament.  (Imagine that music like “Yo Pumpkin Head” from Cowboy Bebop is playing, to set the tone.) This kind of surprise will create a '''joy of discovery''' and lead to the sharing of these discoveries with the community.<br />