Game Play: What is it? - game dev part 4
by James · 12/02/2006 (7:51 pm) · 4 comments

Describing the game play in words is the hardest thing I can think I've done in writing this document. Is what follows it? I think so ...
Quote:2.0 Game PlayWhat will follow in my next post is a break down in some detail of the elements mentioned above: The Setup, "End of Day", etc.
Before the game begins, the Player chooses her founding tribal members, which map she will play and the games difficulty setting.
Starting with 5 tribal members, the Player is randomly placed in the terrain and her first tasks are: Find a place to set up camp and feed the tribe.
Setting up camp is critical, as any day/season that ends with the tribe not camped, means the tribe is vulnerable to the elements and/or predation. In addition, encumbered with camp items, the tribe cannot effectively hunt or gather food and will go hungry, affecting performance and health.
Once the Player has selected a site and set up camp, she can begin assigning tasks to her tribal members. Food and water are important but so to is the preparation and repair of tools and clothing. It is this maintaining and gathering of resources that is a constant concern for the tribe and the Player must always be aware of the tribes state. For example, hunting cannot occur if there are no points or spear shafts. Berries or roots cannot be effectively gathered without something to carry them in. And so on.
To begin with, the Player will help her tribe by exploring the land with them, helping them find and gather edible food or teaching them to effectively hunt and trap animals. But as the seasons pass, the tribe will learn. They will know what berry bushes to look for and to read the tracks and spores of game animals. The Player role then is to ensure that her tribe is set on tasks she feels are important to the tribes well being.
As the day progresses, the Player must ensure that the tribe has enough food and resources to see it into the next Season. This will contribute to what happens in the "End of Day" phase of play - the transition between seasons.
The "End of Day" phase of the game is represented as a nighttime scenario with the tribe gathered around the main "Great Fire" of the camp. Here they celebrate or if things have not gone well, bemoan their state. Pregnancies, births and deaths are announced, and a general overview of the tribe's health is accessible here. The "End of Day" phase is the game's housekeeping phase and gives the Player an opportunity to plan for the coming day/season.
At this point the Player can choose to save her progress and quit the game or continue and start the next game segment. If she chooses to continue, a new day will begin with a new set of challenges.
How will the tribe fair this season?
In the process of working on this part of the document, and discussing research with Justin on dwellings and shelters, it occurred to me that a key resource is of course animals. Not in regards to just food but in the way all of the animal is used. Nothing wasted. I realized that here was an important aspect of the game that needed to be explored.
Below is a simple break down of how the animal's hide can be used:

Well, there appears to be a lot of research ahead of us.
Is this too much detail?
Yes and no. It all stands us in good stead in helping me figure out the best way to represent resource management and how the Player might use them. I may tone it down a bit and then again, I might not. Just have to play test it I guess :)
My physical prototype is working well for me in figuring out some of the nuances for the game. I'd include a snap of it but my digital camera is unfortunately on the blink. Another time perhaps. Instead, I include some doodles for your enjoyment (I hope) and will have more to report next time.

As always, your support and comments are greatly appreciated.
Until next time


#2
I think having pictures helps a lot in terms of seeing the vision of the spirit of a game (which is why I'm constantly frustrated by not being an artist), the next part comes I think in trying to quantify things. Then writing plays a part, but not in a discriptive sense, more in a quantitative sense.
So when you are writing designs, look for tangibles to write about. Avoid description as it is always clumsy. (Not talking about your text above, but in a general sense).
From what you've written, the overall goal is twofold:
1) To survive the days
2) To store enough to survive the season.
Which means that an indication of current state of health is a requirement (perhaps a mouse over on each tribe member), the second would be some overall counter of "stores". So maybe make a little igloo icon with a number or some other "fill up meter". This would allow the player to easily see the goal of "fill up your stores for the season" and move towards it.
If you balance this right, it could make a nice mix of Sim style sandbox and Diner Dash style resource management.
12/03/2006 (4:39 am)
I really dont think you need to put down in words what your pictures say so much better. Writing is a very crude way of discussing design elements to be honest.I think having pictures helps a lot in terms of seeing the vision of the spirit of a game (which is why I'm constantly frustrated by not being an artist), the next part comes I think in trying to quantify things. Then writing plays a part, but not in a discriptive sense, more in a quantitative sense.
So when you are writing designs, look for tangibles to write about. Avoid description as it is always clumsy. (Not talking about your text above, but in a general sense).
From what you've written, the overall goal is twofold:
1) To survive the days
2) To store enough to survive the season.
Which means that an indication of current state of health is a requirement (perhaps a mouse over on each tribe member), the second would be some overall counter of "stores". So maybe make a little igloo icon with a number or some other "fill up meter". This would allow the player to easily see the goal of "fill up your stores for the season" and move towards it.
If you balance this right, it could make a nice mix of Sim style sandbox and Diner Dash style resource management.
#3
@ Phil - Thanks for the tips. I really have found myself getting bogged down in the words of this thing and writing is not what I naturally gravitate to. I prefer drawings no matter how crude. For the next blog describing details of the game play, I'll rely more on my doodles to carry the ideas across and focus on those tangibles :)
Cheers
*edit - clarification
12/03/2006 (4:50 am)
@ J - dry poo can be used as fuel for the fire not for fertilizer. First Nations people use it for this specifically where there is little or no wood but lots of Bison eating grass and... pooing. That's another one to look into Justin :)@ Phil - Thanks for the tips. I really have found myself getting bogged down in the words of this thing and writing is not what I naturally gravitate to. I prefer drawings no matter how crude. For the next blog describing details of the game play, I'll rely more on my doodles to carry the ideas across and focus on those tangibles :)
Cheers
*edit - clarification
#4
Nicely done.
12/03/2006 (6:56 am)
This is really nice James. I like what you are doing here. One thought on the writing/drawing stuff. Since this is caveman days I think just pictures would fit really well with the game as that is all they did to communicate. So use your picture just like they did back then (with no text) and I think it will feel and look natural. Nicely done.

Torque Owner J Sears