Difference between revisions of "Guiding Principles"

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(Created page with "The goal of Empires is for players to have fun. We try to keep the folowing principles in mind when making choices about game design: #Empires should be fun. #Empires should...")
 
 
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The goal of Empires is for players to have fun. We try to keep the folowing principles in mind when making choices about game design:
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The goal of Empires is for players to have fun. We try to keep the following principles in mind when making choices about game design:
  
 
#Empires should be fun.
 
#Empires should be fun.
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##In-game actions should be discoverable
 
##In-game actions should be discoverable
 
##If you do nothing, your team should not lose the game
 
##If you do nothing, your team should not lose the game
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##*One person should not swing the game
 
##This should also be true of the commander and teamlead roles
 
##This should also be true of the commander and teamlead roles
 
#Empires should have enough depth to make it hard to master
 
#Empires should have enough depth to make it hard to master
##Interactions between game design elements can give experienced players a slight advantage. (This shouldn't be mandatory to play the gam
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##Interactions between game design elements can give experienced players a slight advantage. (This shouldn't be mandatory to play the game)

Latest revision as of 06:00, 3 September 2017

The goal of Empires is for players to have fun. We try to keep the following principles in mind when making choices about game design:

  1. Empires should be fun.
  2. Empires should be easy to learn
    1. Empires should be intuitive to use when coming from other popular games
    2. Actions in-game should be predictable
    3. There shouldn't be parts of the game that you're not supposed to use.
    4. In-game actions should be discoverable
    5. If you do nothing, your team should not lose the game
      • One person should not swing the game
    6. This should also be true of the commander and teamlead roles
  3. Empires should have enough depth to make it hard to master
    1. Interactions between game design elements can give experienced players a slight advantage. (This shouldn't be mandatory to play the game)