On Tue, 2010-08-03 at 17:23 +0200, david blanchard wrote:
> - for you missions require to spend hack/scan points in order to
> limitate in this first step the pace of gaming right ? Should we keep
> the current formula for leveling up scan/hack points ?

Yup - for a start it should do it IMHO.

> - AI should be randomely added or scripted ? Like once we have the
> first AI, the third (for instance) mission of the AI will be to hack a
> specific web site which will host an AI ? 

Not sure about this at the moment - it really depends on how we approach
things afterwards. I'd like to play 1-2 missions with the first AI we
get and get some comments/playtests about it before choosing the
direction here - it's even hard to tell whether we'll want to
immediately collect a lot of AIs, or if we want to focus on the
development one AI at a time. We can probably discuss this while we
review the Sims gameplay - I'm writing the document about the gameplay
loop atm.

> - Attributes of AI, what do you mean apart from XP and type ?

There can be lots of things: competences/skills, mood, needs... Again
probably something that will come from the discussion about the
Sims-like genre.

> Complementary notes&ideas :
> - about the context and the beginning of the game, it could be
> interesting to have some blurring of the situation through the
> intervention of humans.

Yup, definitely agree with the fact that it adds some "blurring", I like
it. We'll need to work on the storyline to include that kind of things.

> - Apart following the context idea I give above, I'm still unclear
> about the player's motivation, why would I help the AI and what do I
> have to win by doing this. A solution for me could be through two
> ways, the storyline (see example above), and the gameplay - some
> elements that belong exclusively to the player and not to the AI, and
> that could be useful to the player in the game. Before digging into
> this, what is your opinion on this ?

Not sure I get what you mean - what elements, for example?

> - there is a lack of arbitration in the alpha 2.0 (which is maybe ok
> because it's the first step), but do you think that in the overall
> concept there is enough arbitration (chosing between actions and
> resources to spend) ? I'm curious because for me in a sim game, it's
> one of the core element we should focus on, and I'm not sure yet if we
> spent enough time thinking about this. 

That's typically the kind of things that will be more central to the
discussion when we'll look at the Sims gameplay - it's very apparent.

On the other side, choice and arbitration comes from adding new features
or content to the game - there won't be a lot of arbitration in
alpha2.0, but playing alpha2.0 should give us more insights about where
and when it would be good to have extra choices, and what they could be.

Xavier.

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