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WORK IN PROGRESS PAGE
This page describes some basic principles that are used to design the gameplay of 0 A.D.
- Clever strategy and tactics should be more important than fast and efficient micromanagement (knowing the shortcuts, all the stats and the math behind it and being fast).
- Repetitive tasks with little or no variation should be avoided.
- There should be as many different viable strategies as possible and it's good if every game plays out differently.
- If the player does something the same way in every game, that could be something which needs a redesign.
- Options which are always wrong should be balanced properly or removed.
- Gameplay mechanics must work well for all major/official game modes (Singleplayer/Multiplayer, Scenarios/Random maps etc.)
- Every feature should have a concept behind it answering some basic questions like these:
- What does the player do here?
- How often, how much does the player do that compared to other things?
- Why is that fun, how does that improve the game or what are the gameplay reasons behind this feature?
- Is that sufficient to justify the feature?
- Only change things if there are good reasons.
- Historical accuracy is important, but gameplay takes precedence if good gameplay and historical accuracy can't be combined.
Note:
See TracWiki
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