Gamesystem yet to be named
(rough draft)
A little idea I had a while ago and developed further during my work with RMI.
Every game we play has what one might call a restricted environment.
In an TBS/RTS we can build buildings and units and send those units off to combat where they fight automatically. But not much else.
In RPGs you play a hero that goes out and battles monsters or a smith that creats the finest weapons. Again not much else.
But have you never wanted ‘more’?
Some people like games where you create stuff, be it items or colonies or complex production lines or sales management.
Lacking any alternatives these players would seek a game that gives them what they want in a restricted environment.
Sadly that person might just make the RTS or the RPG an even greater gaming experiance.
What is a space game ala Privateer where the ‘universe’ is undynamic beyond what the system can offer.
Someone likes to play squad based tactical games such as Jagged Alliance.
Again lacking alternatives he sticks to his restrictive environment.
Would such a player not love to command the units in an TBS/RTS?
Imagine the commander creating a new unit and then assigns that unit to a player who then can control it.
Two different gameplay types working together to offer a gaming experiance both will enjoy.
EvE online is one of the few online games that goes a little into the direction.
Unfortunetly they only offer one interface.
So this gamesystem[to be named] would allow players to have the gaming enjoyment in a living breathing world without having to play in a restricted environment.
1 world : n interfaces
[i]Example just how many different environments we could build out of something like Pirates:
RPG based character handling = you have a character you control.
You can become a captain, a merchant, a craftsman or anything else. (minor jobs)
Each of those would require different interfaces.
A merchant wants to see where his fleets are, what warehouses have what stocked and what do the local economies require/offer.
The captain does not care about such stuff but is rather concerned with his crew and cargo and where the merchant wants him to sail to.
(The captains ship could move around the oceans in an rpg like mannor)
Craftsmen can sell their work to the merchant (wares) or to a captain (repairs, weapons).
Additionally you can get a major job.
f.i. become major and again gain access to more functions. this is where the TBS/RTS might come into play.
[/i]
So, whacha think?
Like it says more a gamesystem then a game design.