the0thMonkey
Member
The other day, one of my friends mentioned that they had started playing Skyrim again. Having not played it for a long while, I decided I would revisit it as well. While just walking through the wilderness, I realized something: One of the reasons why Skyrim is such a shallow game is that pretty much the only thing the player has to lose is their life. And in a game where quicksaving and loading is so common, losing your life means next to nothing.
For a game to have real depth, like Sui Generis will, the player has to feel that they always have something valuable to lose. An example of a game that does this really well is Mount & Blade: Warband. In that game, your character could lose their items by being taken prisoner, they could lose relationship with other lords (which had a significant impact on the PC), and they could have their men (even unique NPCs) leave them. And those are just some of the mechanics that come to mind easily.
If BME manage to provide the player with a number of valuable things that they could lose, supported by game mechanics, SG gameplay will become even more intense.
I think that this is already the case to some extent, but I'd be interested in hearing any suggestions you have for mechanics or situations that would provide this sort of thrilling gameplay.
For a game to have real depth, like Sui Generis will, the player has to feel that they always have something valuable to lose. An example of a game that does this really well is Mount & Blade: Warband. In that game, your character could lose their items by being taken prisoner, they could lose relationship with other lords (which had a significant impact on the PC), and they could have their men (even unique NPCs) leave them. And those are just some of the mechanics that come to mind easily.
If BME manage to provide the player with a number of valuable things that they could lose, supported by game mechanics, SG gameplay will become even more intense.
I think that this is already the case to some extent, but I'd be interested in hearing any suggestions you have for mechanics or situations that would provide this sort of thrilling gameplay.