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- DESIGN GUIDE
- ==================================
- This document is for anyone who wants to develop Exile further
- (or to make mods for Exile, or just wants to know what the hell I was thinking).
- Exile is an opensource project. I would never have got it this far without
- other people's opensource content. Exile's longterm existence
- (after I get bored/abducted by aliens/die of the plague/eaten by spiders etc)
- will depend on people in the opensource community picking up were I've left off.
- This document is to help you do that without ruining it! (and annoying me)
- So here is Exile's design philosophy...
- The Aim of Exile:
- ==============================================================
- Exile is a game, mere escapism, a bit of fun. Nothing too serious.
- At the same time, people often seek escapism at precisely those moments when life is hardest.
- Therefore the goal of Exile is to be the kind of escapism that leaves you feeling better.
- Exile aims to be the kind of escapism that helps during those moments when you are seeking "Exile" from the world.
- That is the ultimate, lofty, aspiration of Exile. Hu-rah!
- In the likely event Exile fails to help you achieve enlightenment/self-actualization/transmogrification/a rocking bod/ etc,
- Exile should at least be fun. I'll be happy with fun.
- Inspirations:
- =============
- Rimworld, The Primitive Technology guy on Youtube (John Plant),
- various historical re-enactments of old technology,
- various survivalist/wilderness/off-the-grid living things,...
- Basically Exile is a first person version of Rimworld
- but with more attention to getting things realistic and accurate.
- That's a massive simplification, but close enough.
- Design Rules (sometimes more like guidelines... or aspirations!):
- ==============================================================
- - Choice focused realism:
- The game world should make you behave how you would in the real
- world.
- Not to be confused with pedantic realism. Pedantic realism gives you 150
- types of coal which take 15 hours real time to dig - because that's "realistic".
- Choice focused realism focuses on the fact that coal is non-renewable, so compared with
- using wood you need to make different decisions.
- - Player Welfare
- Games are escapism. People need escapism, but some of the escapism on offer is damaging to people.
- Exile should be escapism that leaves you feeling better (or at least not worse off).
- e.g. the skills needed to succeed should be valuable in real life (planning, creativity),
- e.g. breaktaker exists to stop player from spending unhealthy amounts of time sitting.
- - Function first:
- I've been reluctant to add anything that is purely decorative. Almost everything
- has some use. The use is why it got added to the game. I break this rule if
- aesthetics (or fun) requires it.
- - Clarity:
- The player should be trying to figure out the world of Exile, not the user interface of Exile!
- Menus, information, etc should be tidy, uncluttered and easy to understand.
- e.g. crafting stations ideally have one page of crafts (for easy access)
- e.g. non-obvious "gamey" mechanics (things that exist due to the limits of making a game)
- ought to be documented somewhere.
- - Secrets
- This is a game to reward experimentation, creativity, and exploration.
- Mastering survival and technology is never about "leveling up" - it's about
- figuring out how stuff works.
- - The Edge of Impossible
- Difficulty should be at the edge of success and failure. Not so easy it gets boring.
- Not so hard you give up. You should be forced to make difficult decisions without
- knowing if it will work. I find this makes for the most interesting and satisfying gameplay.
- You can feel the pride of having used skill to achieve something genuinely difficult
- (even if it is just a game!).
- Not to be confused with sado-masochistic suffering for it's own sake, nor Macho
- celebrations of "strength" over "weakness". "Edge of Impossible" is about growth
- via overcoming adversity.
- - Meaning
- Exile exists in its own world. Names, characters, objects etc are chosen
- to build a consistent world that feels like a real place with a real history.
- The player should have ways of adding meaning to the world.
- e.g. plants and animals have unique names (not just copies of real species)
- e.g. soft perma-death. Each player life is treated as a new character.
- e.g. paint tools allow creation of art, symbolic markings.
- - Dynamism
- The world is alive. It is doing it's own thing. It will act and you must respond (and vice versa).
- Stories and challenges should emerge out of the world itself, whether you are ready or not.
- - Artistic Value
- Can a game be art? Might as well try....
- (at the very least it should look good!)
- Aesthetics
- ===============================
- I don't know how to describe my "Art Style". Look at it. It is that.
- A rule for good art is pick one dominant color, one secondary color, and one rare color.
- Each biome follows this rule (more or less).
- e.g. grasslands are yellow, dunelands orange etc
- The Ancients (artifacts) tend to go for blue.
- Naming:
- Many of the names for plants and animals were adapted from foreign languages so
- they feel natural.
- Some biomes tended to focus on different languages.
- e.g. African names for grasslands, Celtic for marshlands, SE Asian for forests,
- India for underground, ...
- "Realms"
- ===============================
- Surface world: mostly complete. the ordinary wilderness. Harsh to the unwise, abundant to the experienced.
- Ancient city: partly incomplete. A mysterious, awe inspiring and dangerous place.
- Should feel like "the Zone" from "Roadside Picnic" by the Strugatsky brothers,
- or like Chernobyl if explored by a cave man. A place of high risks and high rewards,
- of follies and greed, of madness, of darkness, and of grandeur.
- Something could also be done with...
- Deep underground: Extremely hot. The map gets deep enough to reach the edge of the Earth's mantle.
- High altitude: Very cold. High enough to reach the edge of the atmosphere, but not space proper.
- Lore and Story
- ===============================
- -The story:
- You have been thrown into exile for your crimes. You have been sent to a cursed land.
- A place were every nation sends the condemned, the unwanted, and the politically inconvenient. It is seen as
- execution by other means.
- You task is to cheat fate and live.
- The reason this land is cursed is the stuff of many legends and myths. It is believed
- to have been the location of the world's first and greatest city, yet no trace of it
- remains. Legend has it that the inhabitants in their arrogance and pride brought
- about their own destruction. A great cataclysm that rendered the land the hostile place it now is.
- The Ancients were scattered to the four corners of the world - exiled from their city.
- Many nations claim descent from these people, though of course it is probably all just stories.
- The technology of the Ancients is said to have been far beyond anything now existing.
- Some say it was magic. Some say skill. Some say there is no difference. The world of today is
- at an early Iron Age level - that is the only technology which you have any familiarity with.
- Your second task, if you choose, is to figure out if the myths are true.
- -Future:
- Various more detailed plotlines and content could be spun off these two game goals.
- But it's early days so not much is here yet!
- Some big story could be done involving discovering how and why the city was destroyed
- then running through the implications of this discovery. Perhaps...
- =============================
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