what's the goal

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what's the goal

Post by bbq1040 on Fri Apr 26, 2013 8:37 am

Not sure what happened to the topic the first time I made it. O well. This will just be a lot shorter. I understand the difficulties, but not having real customization with your ship or land vehicle puts a big damper on a sandbox game where so much relies on them. Changing the colors and putting a rug on the ship is nice, but it's not sandbox customization. Long question short, how do you guys see players spending their time in your game on a daily basis?

(And I found out on the second time around that the title was too short. Doh)

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Re: what's the goal

Post by Marrowmatt on Fri Apr 26, 2013 11:18 am

The ship has lots of things you can customize besides it's appearance.

Ship customization focuses on ship components that give you an end result and a better or worse output depending on your chosen configuration.

These technologies are scattered all over the outer reaches, and you'll need to find them and use them to upgrade your ship parts if you hope to stand up against the challenges of the more dangerous zones.

Being able to move some furniture around or move your kitchen to your cockpit does nothing in terms of challenge, it's all aesthetics.

Sandbox does not automatically mean customization. Customization is a feature found in many game genres. Our game will feature some customization but the game-play does not revolve around it, not does the game-play depend on it. There are many people who don't bother with customization and prefer to just get into the game.

Adventure and exploration is at the heart of wayfarer. There will be many things to investigate and discover both in space and on land in your search for new technologies.

Spend your time how you want, that's why it's a sandbox. You choose which toy you want to play with.

Piloting, dog-fights, shoot-outs, taking over land bases, exploring, investigating anomalies, search for resources, raid an asteroid base, dock and explore a downed ship vessel, locate new ship blueprints, upgrade ship parts, craft new weapons, craft new ship parts, get lost on a dangerous jungle planet in the dark, decide it's too dangerous to head back to ship at night and set up camp and hold out till sunrise, take collected data back to last watch in exchange for money to purchase new items, spend said money at the bar getting drunk, save your buddies life my dragging him back to the ship to be operated on after a shoot-out, steal a ship that doesn't belong to you.....pffft there's more.



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Re: what's the goal

Post by bbq1040 on Fri Apr 26, 2013 1:57 pm

I guess we'll see how it goes. The concept is definitely cool. Most people need a reason to explore places. There is a very small percentage of players who get their kicks simply from exploring. On the other hand their are a lot of people that like to play the upgrade game as is apparent in just about every single game that is being played right now.

In the situation where you've acquired all the upgrades what is the purpose of exploring? It's like you have a bad ass ship to do... with no end game acquiring upgrades simply becomes the whole game. The graphics look really nice so finding resources will look cool, but in the end it's just resources for upgrades to be able to get more resources for more upgrades. You said before that customization will come on surface buildings/objects so I'll hope that it's more than plopping buildings. I'm just getting tired of developers adding "content" in the form of grinding one thing or another.

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Re: what's the goal

Post by Marrowmatt on Fri Apr 26, 2013 2:45 pm

I wouldn't worry about the core game design too much. We're confident what we have planned will be fun and engaging. Basketball

Nobody mentioned grinding, we've specifically designed our game to avoid repetitious work-play, and we never said there wasn't an endgame either. There's lot's to do with wayfarer that we won't discuss because we'd rather you play the game and find out for yourself. Razz

I think it would be better if you helped us improve/modify current features and future ones as we reveal them during development, rather than worry about the game's core, leave that to us. bounce

We're all very passionate gamer's ourselves, we know whats fun and what isn't, and what we want to achieve with Wayfarer. We want our audience to help us mature the features into strong mechanics, but let us worry about how all these things come together...we have to keep some secrets. rabbit



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