Wednesday, September 4, 2013

From the doc: Future work

More Content

Since this game is based around collecting small, modular experiences and items, more experiences (mini-games) and items can make the game more fun and interesting. More missions and variety in missions can also add a lot to the game. It would be very interesting to explore what other kinds of consequences and cause-and-effect relationships we can invent for this sort of system.

Level Editor, User-created levels

The Interaction architecture was designed from the beginning to be easily used in a level editor system. Such a system would add a lot of replayability to the game, both for the people designing new levels and for the people playing them.

Similarly, exposing the quest system to the user through some sort of editing interface and letting him control some of the design process (e.g. limiting or expanding what goals to generate a quest for, or planning out a sequence of quests to achieve a particularly far-away goal) could be interesting and could add to the player experience.

Multiplayer and social aspects

Micro Missions was originally pitched as a multiplayer social party game. While reducing the scope to a single-player experience for the duration of the capstone project was the right thing to do, expanding the game into a multi-player social experience would be a natural extension. The collection and customization aspects of the game are very well-suited for a social environment. Creation and sharing of missions, characters, items, etc. would also fit this context very well.

If the dynamic quest generation system is extended further to generate unique but intertwining quests for different people, Micro Missions could become a standout multiplayer experience.








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