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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