> -----Message d'origine-----
> De : [email protected] [mailto:[email protected]] De la part de
> Xavier Antoviaque
> Envoyé : dimanche 11 juillet 2010 19:26
> À : [email protected]
> Objet : Re: [HackIt Bar] [Gameplay] A.I.s
> It's simply the continuation of the discussion with Josselin - to start
> from the audience and the type of game, even if it means we change in
> two weeks, to try to make it easier to sort out which features are
> worth
> implementing, and what we should focus on first.

[David] Agreed, I also had the discussion with Josselin in mind when I wrote
my first mail. But it helps me work on very concrete stuff and possible
first prototypes features in order to think about the macro side of things.
I believe that mixing top-bottom (think macro and deduce features) and
bottom-up (think about a short term prototype/features and deduce what kind
of a game you want to do) is an interesting approach.

Anyways, now for the discussion on positioning and overview, I've done to
quick things :

First, I've merged the two pages and revamped/simplified the structure - I
think it's easier to read because it gives an overview of both the promise
to the player (experience) and who it is for (positioning). Please let me
know if it suits you. It's here ->
http://community.hackit.cx/wiki/HackIt!_Positioning_and_overview_%28V2%29 

Second, I've reworked bits and pieces here and there, I let you have a look
at the content of the page. A few comments :
- The one big thing, I guess, is that for me the AI is not something that
deeply changes our game, and I think Xav that for you it is, so we should
discuss it. For me, the AI is kind of a supporting mean, not a primary one :

It brings coherency to the different elements of the game, by justifying the
various features through the context of AI. It allows to lay down a nice
story that will be less techie than hack. But for me the game is still about
the player who is involved in a war for control over the internet, trying to
gain territory and fight power (through AIs use eventually), fighting
against players and other unknown forces. 
The AIs are there, they are a force on the web, they provide the player the
tools that will help me, they build an ambiguous relationship with the
player, etc, but for me they don't change the paradigm of the game.
Therefore I removed the promise, because for me 'things you own end up
owning you' is only a part of the game (it's the ambiguity of the
relationship AI/player that we can develop in the long term, yes) but it
does not sum up the experience according to me. Let's discuss it and then
I'll eventually rework this promise.
On this topic, right now I've also removed Pokemon because for me it's
creating a confusion, I don't see our game as pet caring (even if we have a
relation with AIs, level them up, discover that they have a will, pet caring
is not the main purpose for the player for me), can you elaborate. I'm not
sure that our core target as you started to define it is compatible with
Pokemon, though I believe the rest of the references are compatible.
- I put 'adventure' in the genre - adventure is vague yep, but in my mind it
involves a storyline that creates milestones in the game, and can display
very different gameplay as long as the feeling of the adventure is there. I
mean, click and points such as monkey island, Zelda, GTA, I can call of
these adventures, so the drawback is that it is not very precise but I don't
see something more precise right now.
Speaking of storyline, I'm not sure Xav what you mean by story-driven. For
me story is a secondary mean that must enhance what we want to do - an
adventure on the real web - and create milestones that mark the evolution of
the world, the dynamics of the war that is taking place, if we have a war.
What is story-driven according to you ?

Please let me know the big questions that I forgot to tackle, there are many
discussions on the topic so I might have skipped things. I look forward to
hearing your views, that I think are quite different - it's going to be
interesting :)

D

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