Adventure Gamer

Sunday, April 16, 2006

Game systems

1. Creating mods (modifications) to existing games is a common practice, not just for computer games, but for any form of games. Does this imply that any game can be considered a game system? Why/why not?

I've been thinking about this for some time, and I've come to the conclusion that any game could potentially become a game system if one really tries hard enough to modify the rules. Some said that Monopoly would be an example of a game that can't be modified, but someone else blogged about how Monopoly could be turned into a war game of all things. Cluedo is another game that appears at first glance to be a game that can't be modified, and yet has been modified before. Junior Cluedo games, Travel Clue, Advance Cluedo games and D&D Clue all use more or less the same components, and yet the gameplay for each and everyone of them is very different from the original because some of the rules were changed/added. So going with that train of thought, any game can be a game system, though how much it deviates from the original probably depends on how open it is.

2. Consider a game which you feel could be successfully modified. How could this game be generalized into a game system? How much of the unique character/flavour of the game can be retained? How generic can you make the game system? How easy will it be to create new, unique games from the game system?

Neverwinter Nights is a game that was designed with modification in mind. The Aurora Toolset allows modders to change the areas, the creatures and NPCs, the characters' attributes and classes, the tilesets, weapons, items and monsters. The toolset simplifies the game-making process, allowing you to script puzzles, combat, conversations, and actions, and it also supports online play, so it can be used to mod many different types of games, not just variant RPGs. There're already PvP games, Persistent Worlds, Hack 'n Slash, Capture the Flag games, etc in the NWVault, to name a few, and there's an educational game that was mentioned during lecture, so it's quite easy to create new and unique games from it. The graphics, music, classes, races and combat and spell system can be retained in most games, since the core rules can't be modified.

3. Describe one new game designed on top of the game system you proposed in question 2.

Can I just be lazy and describe To Hell and Back? No? Very well then. Hmmm... How about an RTS-like game, Warcraft 3 style? Instead of making buildings in order to train troops, you 'hire' trainers to spawn the army? You'd have to talk to the trainers to tell them how many to spawn, what skills you want them to train in, purchase upgrades, and how they are to engage the enemy. Gold will be the resource in the game, and gold can be obtained either by killing random nearby monsters, or by assigning a few NPC workers to "mine" the goldmines through dialogues. The Player Character would be the Hero class who later leads the troops into battle against the hostile armies. Base defence can be done by getting NPC rogues to place traps, or by purchasing catapult-throwers and other machines, both of which can be upgraded if the player purchases the upgrades by talking to the NPCs in charge of those. Henchmen can be hired to act as the supporting Heroes to assist the player, and be given commands on how to fight.

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