So What's The Big Idea?

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2: Let's talk about the concept

Ok, here it is...

...Just kidding, I'm going to lay some more ground-work first.

If you recall from my last post, you'll see that the games I mentioned vary quite a bit in theme. That's honestly one of the most exciting things about the concept I'm working on. It should be easily adaptable to multiple themes. Here are a few I've been considering:

I know what you're thinking, these are all pretty cliché. And you know what? That's extremely rude of you... Ok, seriously though, I don't disagree with you. In fact, that's kind of the point. So I forgive you.

The idea behind keeping the themes familiar is that I need you to be able to imagine all the things I'm not going to show you with a modern graphics engine. That's just not the point of these games. There are a ton of great MMOs / ARPGs / Sci-Fi sims / etc. The last thing you need is another terrible half baked knock-off from me.

Instead, I'd prefer to focus on producing a game (or games) that provide you a depth of meaningful character crafting choices. And because I don't need to worry too much about the rest of the game engine, I should be able to double down on the design. Now, playing a game that is nothing other than a glorified fan-site character panner would almost certainly bore you to tears. So I will need to create some kind of game-play loop. But before we get too far down that path, maybe I should talk about they why...

Next Post: Why I'm Doing It Now

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