|Headline:||Enter the Minigames|
|Date:||Wednesday, November 13, 2019|
|Posted By:||Plaid Hatter Games|
Sorry it's been a while folks. I was busy with a pile of projects at work, and getting two papers and a tutorial prepared for this year's Tcl Developer's conference. And, frankly, overcoming a ton of writers block.
One reason for the logjam is that one of the papers is actually about the content engine for the Iliad. Or rather, how content will be stored in a way that makes the engine itself swappable.
At my kids swimming practice, another Dad reminded me of the classic game X-COM. The game was developed by MicroProse . My quick explanation of The Iliad reminded him of how virtually impossible the demands of X-COM were. And also that the game had a bunch of resource management, priority balancing, and alternative income streams.
Up until know I have been struggling to figure out what would be "fun" in this game. Yes, there will be story. And a certain amount of level grinding to build up your character's skills. But I can't bring the talent of a live Dungeon Master in to give that role playing the life it deserves. Classic Games had this problem as well. And they also were working with older technology that didn't permit truly immersive display environments. So, instead that made the game immersive with puzzles.
This trend carries onto today. Fallout 4 was decent in terms of story. It was certainly immersive in terms of graphics. But how many friends do you know spent the bulk of their time building settlements and maintaining the little trade networks in the game?
The ideas just streamed into my head as soon as that light bulb turned on. Now I can't promise every one of these is going to make it to the final game. But this blog is more about capturing what I hoped to do, not just what I actually did.
I am thinking that like many RPGs, you player starts off as a generic Newb. Throughout act I you build your character and interact as a "normal citizen." But after your character reaches a certain level, or unlocks a particular interaction, they are granted an office of leadership on board the ship. There are several of these leadership posts, and some are mutually exclusive. The rules for each are radically different.