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...

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