We intend to create a world where everyone will enjoy our games without exception.

2011/06/19

Why Combat? Why Now? What Now?

Filed under: Vikingr — Tags: , @ 23:08

Recently, I shared this design log with my industry advisor. His response suggested that I focus less on the intricacies of a detailed combat system and more on the important narrative goals of the project, abstracting combat as necessary. As I understand it, the concern is that if there are too many choices in and too much design emphasis on combat, it will overshadow the rest of the game in the players’ (and possibly the designer’s) minds.

That said, I want to take this opportunity to justify my design-time expenditure on combat. The importance of feeling like a Viking and the need for compelling low-level gameplay are clear, but perhaps an examination of the perceived need for a robust simulation of raiding is in order. My goal for Vikingr’s combat mechanics is to drive home the sense that fighting is both glamorous and dangerous, drawing a contrast between the slow, steady, safe progression of farming, trading, and political games with the meteoric rise and precarious position of the raider. To that aesthetic end, maybe there is a more abstract interpretation for conflicts between two groups.

My plan at the moment is to spend two more engineering days on the system I’ve already paper-prototyped (and spent some time programming), taking the shortest route from what I’ve got (matchmaking, movement, networking) to a start-to-finish combat scenario with some narrative outputs. Specifically, I’m thinking of some acknowledgements of recognizable patterns: combat style preferences, turnabouts, cowardly or brave acts, and so on–or at least the seeds of these kinds of reports.

If, after two days of design and engineering effort, combat looks like it will continue to be a timesink, I’ll put in some hack and get on with things. That, too, is something I need to learn.

1 Comment »

  1. [...] vowed recently on the development log to spend two more working days on combat and then share a playtestable prototype. Well, I took a [...]

    Pingback by Vikingr’s June Prototype « Universal Happymaker — 2011/07/05 @ 19:35

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