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.

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