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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