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src/en/space-station-14/core-design.md

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@@ -37,17 +37,21 @@ These pillars serve as the guiding concepts for designing features for SS14. Whe
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### Darkly Comedic/Surrealist
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- The game's tone floats between a Surrealist Comedy and Dark Comedy, both defying expectations with absurd situations, such as the clown throwing acid pies at a mega-corporation's special forces team.
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- The game should be able to balance this tone, never becoming so absurd that it breaks immersion, but never being so serious or grim that it becomes depressing.
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- Mechanics should be designed with this tone in mind, silly mechanics shouldn't be so silly as to not be grounded, and grounded mechanics shouldn't be mundane, and all should be play a part in a catastrophe.
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- Mechanics should be designed with this tone in mind, silly mechanics shouldn't be so silly as to not be grounded, and grounded mechanics shouldn't be mundane, and all should play a part in a catastrophe.
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### Dynamic Environment
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- The gameworld should be malleable, allowing for the dynamics of a station to change throughout the round. Walls may get blown open by explosions, and areas of the station may be totally renovated by a dedicated passenger.
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- The station should avoid unique properties that cannot be replicated. Ambience should be made by machines rather than being coded to coordinates.
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### Intuitive and Inter-Connected Simulation
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- Simulated systems should be complex enough to create engaging gameplay/decisions while still being intuitive enough to learn without wiki-diving. Systems should interact with each other as much as feasible to create new emergent gameplay opportunities.
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- Simulated systems should be complex enough to create engaging gameplay decisions while still being intuitive enough to learn without wiki-diving.
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- Simulated systems should be interactive and reactive, not only with players but with each other.
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- Systems should interact with each other as much as feasible to create new emergent gameplay opportunities.
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- Systems should clearly communicate all necessary info a player needs to make actionable judgements. No player should require knowledge outside the game to interact with a mechanic, black boxes are bad.
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- Players should be able to find optimal strategies and discover emergent interactions solely with what information is available to them in-game.
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### Player Interaction/Agency
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- Mechanics and design should encourage players to interact with others as much as possible. These interactions should be meaningful, and never repetitive.
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- Mechanics and design should encourage players to interact with other players naturally. Players should feel like they have agency in these interactions.
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- Interactions should not be an after-thought when designing mechanics. Player interactions should be part of the design rather than an extra step added arbitrarily.
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- Players should never feel forced into a specific interaction or action. Avoid situations where players default on a specific choice, due to it being consistently better than other options.
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- Mechanics which run parallel to the round should be avoided as much as possible as these discourage player interaction.
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- A player genuinely interacting with a mechanic should not end up completely isolated from the rest of the game. No mechanics should run parallel or tangential to the rest of the game.

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