GAMEDESIGN JOURNAL

The factions

So after these first, thin, uncertain lines; these expandable, erasable and definitely in-need-to-be-lessen boundaries, I focused my attention on the factions. This was the point where my favourite part came into the picture: the lore. I wanted to know what interesting characters, people, creatures will enrich my sketchy world. And I’ve wanted to know how they get here, and most importantly how their attributes will determine the gameplay, and the gamestyle to them. 

The Bears and Beavers were here from the start, but obviously I needed more groups – and, as I always wanted the game to be playable to a lot of people, a lot more*. (I know, I know, without simultaneous actions, the game length and idle time increase, but anyways, this was a main aspect to my game.) Also, I’ve wanted a diverse game experience, so this was another reason and furthermore, I just really enjoy creating/discovering these different stories. An elite unit with a powerful background, an invasive species from outer space and some mystery? Something like this were the first lines.

I’ve come up with four of the factions yet, and gave them some attributions – various lore and gameplay ideas.

*By lot I really mean 5-7 people. So not that many I guess.

 

CROWS – They travel in the bellies of spacewhales. They come in different sizes, the bigger the fewer. They occupy territories, like a constantly expanding swarm. Masters of close combat, wielding samurai-sword-like weaponry. The smaller organisms could fly, so they are not affected by terrain and trees. Zerg and WC3 undead vibe.

EMPEROR – They won’t build or gather resources – rather get reinforcements and assets from outer the planet. More tactical gameplay than strategic. Smaller, law enforcement/peacekeeping platoon – they win if no one else does. Could use massive, long-range tactical weapons. Marvin the Martian and Sardaukar vibe. 

CARNIVAL – Mysterious, masked individuals – AI (androids controlled by a central mind) and humans (as leaders, their experiences and decisions shape the central mind) varied. Their goal is to record and protect the knowledge of the world. They get stronger and stronger after each fight. Foundation vibes.

BEARS and BEAVERS – Native inhabitants of the system. Laser-emitting, frost-breathing species. They could use the terrain features and landmarks. They use a guerilla-like area control tactic. A slight Marquise de Cat vibe?

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