The thin, fragile Erwani
was just not going to be as naturally strong as the mighty Archaeloid
of equal level. The socially inept Omul would not be able to innately
compete with the Reln's mastery of persuasion. However, this did not
prevent such things from being possible—it just meant that the
player had to invest in Talents that could boost his character above
his natural limitations. With the right talents, an Erwani could
become a deadly warrior and an Omul could become a master con-artist!
The talent system in Solar Echoes enables players to customize their
characters to be whatever they want them to be. Though some alien
races are more or less inclined towards certain roles, they can be
designed to fit those roles. The only downside is that if, say, an
Erwani character is designed to be a brutal melee fighter and an
equal-level Archaeloid takes the exact same path with the same talent
choices, in the end, the Archaeloid will be slightly better at it,
because of his natural Strength advantage.
As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Thursday, October 31, 2013
Wednesday, October 30, 2013
Alien Design (part 2)
One of the core concepts I
outlined when we began building Solar Echoes was regarding the way
each playable race would function in the game. I have never liked it
in other RPG's that, through attribute tinkering (adjusting Strength,
Intelligence, Dexterity, and other scores), every race could essentially mirror another. It never felt right to me that a player
could dump all his available points into Strength for his halfling
(think hobbit) character and make him as strong, or stronger than, an
orc. In Solar Echoes, we decided that we would limit the amount of
attribute tinkering—we allow only a single attribute to be boosted,
and no further than a set maximum. At first, seasoned RPG players
balked at the idea, but once they tried our game they accepted it
readily. The attribute scores in Solar Echoes decide how many dice
you are allowed to role when attempting something, and you must pick
the highest roll for your score. The more dice you can roll, the
greater your chance at a high number. So, in a melee fight between a
powerful Archaeloid (who can roll 4 dice) and a weak Erwani (who can
only roll 2 dice), the Erwani could roll a 6 and the Archaeloid a 1,
which means that the Erwani could still beat the Archaeloid in a fist
fight with a lucky shot. It's just far less likely, when considering
probability.
Tuesday, October 29, 2013
Alien Design (part 1)
The aliens we designed for
playable characters in Solar Echoes are quite different from each
other. From the outset, the aliens were conceived based on what
creatures we thought might survive harsh environments on earth and
displayed unusual resourcefulness and adaptability as a species.
Insects were one of the first to come to mind, and reptiles weren't
far behind, which both became our bug-like Chiraktis and lizard-like
Krissethi races. We thought about the vast oceans on earth and
immediately the octopus stood out, a clever organism that scientists
have studied because of its impressive intelligence. This led to the
Archaeloid, a crustacean/mollusk combination I designed similar to a
nautilus and a lobster. The huge variety of plant-life on earth
inspired the Erwani, a race of sentient, mobile plants—how many
other sci-fi games out there have plant aliens? Very few. Then we
looked to the microscopic level, and my personal fascination with the
amoeba (and an unfinished sci-fi story I'd written years ago about
alien amoebas) immediately brought the Omul to life. Humans, of
course, had to be in the game—a character race that everyone could
identify with and was something that served as a baseline standard
for us to develop from. Finally, the mysterious humanoid Reln was
developed because we wanted something players could relate to, but
still have a unique “alien” feel without getting too bizarre.
Saturday, October 26, 2013
Design Decisions: Realism in Solar Echoes (part 6)
In Solar Echoes, equipping
your character with armor was not the only factor that helped balance
out the 5-point injury system. There were two other factors: cover,
and talents. Cover made it more difficult to hit a character,
essentially adding to his Dodge score and allowing him to avoid an
attack altogether. It became crucial to stay behind cover in a
firefight, and it was important to adjust your character's position
if an enemy managed to move to a location with a better vantage
point. Talents also contributed greatly to preventing injury, with
many Reaction-specific talents allowing the character to dive out of
the way, use something from the surrounding environment for
spontaneous cover, or even deflect an incoming attack. Though the
injury system in Solar Echoes was at first a major paradigm shift for
experienced RPG players, these same players quickly adjusted and
enjoyed our system, having fun while working better together as a
team—more than we'd ever seen in other RPG's! Mission accomplished!
Friday, October 25, 2013
Design Decisions: Realism in Solar Echoes (part 5)
The injury system in Solar
Echoes was not without its challenges, however. What we gained in
promoting team play and tactics, we potentially lost in design space.
With a fixed, essentially 5 hit point system, we had removed the
design space for weapon variation. RPG's typically vary weaponry by
damage range, so that players become excited to trade in their old
weapon for a shiny new one that does twice the damage. This was not
an option for Solar Echoes. Our solution for weapon variation was not
focused as much on damage (which ranged between 1 to 6 points,
depending on the weapon,) but instead focused on damage type, armor
piercing, effect, range, firing mode, and ammo per clip. Characters
without armor that were hit by a bullet were likely going to be in
the Seriously or Critically Wounded state. Some guns would even place
an unarmored character in the Unconscious/Dying state with one hit.
This made sense realistically, but did it work? We found that armor
was definitely helpful in reducing damage, but characters still faced
death with as little as 2 or 3 hits from a firearm, despite their
armor. What other factors made this system viable? Find out
tomorrow...
Thursday, October 24, 2013
Design Decisions: Realism in Solar Echoes (part 4)
The injury system in Solar
Echoes made a lot of sense. If your character is injured, he should
not perform as well. Penalties begin to accrue once your character is
Moderately Wounded. He suffers a small penalty to all skills,
movement, and has a little less stamina. The penalty gets worse at
Seriously Wounded, and is very debilitating at Critically Wounded.
What was the game result? It was, in our opinion, a tremendously
successful result. Suddenly, players were very concerned about their
characters and played more tactically--using cover and coordinating
with other players. No longer was grandstanding an option like we'd
seen in so many other RPG's, where the strongest character would wade
into the middle of combat while laughing at the GM (game master),
soaking up damage from multiple enemies so weaker members of his
group could attack from the shadows. Suddenly, in Solar Echoes,
allowing even one member of your group to be injured was a
performance liability that affected the entire team.
Wednesday, October 23, 2013
Design Decisions: Realism in Solar Echoes (part 3)
Once we had our injury
system in place, we quickly realized that having bloated numbers of
hit points was completely artificial. Though we had considered our
injury system as a percentage-based measurement of damage (ie, if
your character had 200 total hit points and you suffered 50% of that
in damage, you would incur the penalties we'd designed for having a
serious injury,) this violated another principle we tried to adhere
to during game design: keep things simple for fast gameplay. This was
just another calculation that players would have to make, and we
could see them making rough estimations or even forgetting to take
the penalties. Instead, we decided to make the hit points the injury
levels themselves. Slightly, Moderately, Seriously, and Critically
Wounded could all be sustained, but once a character reached
Unconscious/Dying, that character was no longer functional until
healed. Essentially, your character only has 5 hit points,
corresponding with each of the injury levels mentioned above. This
never changes—you can't gain more hit points, no matter how
experienced your character is. The question is, does this level of
realism work, and can it be fun? Find out tomorrow...
Tuesday, October 22, 2013
Design Decisions: Realism in Solar Echoes (part 2)
Most RPG's use the system
of increasing hit points and damage ranges to increase design space,
but there are some fundamental flaws to this approach. While it can
be argued that games need to sacrifice realism for fun, we decided to
focus on making a fun game that didn't sacrifice realism. One problem
we felt was inherent in the traditional hit point system was that a
character could have, for example, 200 hit points and if he suffered
199 hit points of damage and had only 1 left, he'd still function the
same, yet would suddenly drop dead if something caused even 1 more
hit point of damage. From the very beginning, we wanted an injury
system in our game so that the character would suffer penalties
proportionate to the level of damage he had sustained.
Monday, October 21, 2013
Design Decisions: Realism in Solar Echoes (part 1)
One of the core principles
that we built into Solar Echoes was the concept of realistic
injuries. Most RPG's start characters with a certain number of “hit
points,” a way to measure damage that can be sustained before
character death. Each time a character gains a new level with
sufficient experience in the game, characters are given more hit
points. This concept is fundamental to many, many RPG's because it
allows for greater design space: the more hit points characters have,
the more damage range weapons and other forms of attack can have.
This method, however, seems artificial and unrealistic; it is merely
a mechanism to create seemingly tougher threats and weapons by
increasing the number range. While it may be fun to feel increasingly
powerful as you play a game, taking on increasingly difficult
enemies, we decided to take a different approach with the Solar
Echoes system...
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