Apologies if there is already a wealth of knowledge on this topic, but I’m struggling to finalise some of the mechanics in my game idea.
I don’t want to rely on stats, where
a) you either can or can’t do it (with the game making it obvious or not). An example being, a player with high stealth being given the option to hide in the cupboard. It can also be that the option is greyed out for a player with insufficient stealth.
b) the way forward becomes either obvious or fixed, due to the stats that you have.
I’m trying to create a dynamic game which responds more to the type of choices you make to determine which content you see next. For example, an inquisitive player may discover an additional mystery whereas a passive player may have an interesting character come and visit them. Neither is wrong, but both are inherently different. But also that the inquisitive player will experience greater success by being inquisitive (but isn’t prohibited from being passive).
The challenge I can see is that the mechanisms that determine change are too hidden and the player feels unable to dictate their path. It can also fall victim to me trying to dictate how an inquisitive’ player should play. Also, what about a player who does not consistently (want to) stick to one play style.
I have some ideas for this, but wanted to gauge the general consensus on what people feel are meaningful choices.
- Do you want/need to know the impact of all your choices?
- is it practical to have hidden processes determine what happens next?
- do players enjoy playing a role all the way through, or are they too erratic and stats function better to guide people as to what they can and can’t do
- what is the best way for determining combat outcomes? Would a semi random outcome contingent on the choices made in the fight, plus did the player act according to their strengths work? Example, an aggressive player charges forward and attempts a massive blow would have a higher chance of success than if they tried an ambush? Or is it better to stick to raw stats?
Not sure I explained everything clearly. Essentially I want a game where choice affects everything but without making it linear in terms of which future choices are best.