Erik Posted April 16, 2017 Report Share Posted April 16, 2017 This topic revolves around the gamedesign decisions of some minecraft mods and minecraft itself. Analysing the gamedesign decisions of these similar games helps finding some suggestions for Vintage Story. 1. The meaning of gamedesign is to balance fun, challenge and reward, while trying to avoid being boring or frustrating. The right balance can lead to goal of gamedesign: Long-term motivation. 2. Terrafirmacraft: I've recently started playing TFC, couldn't get into it before, because of it's difficult early game. It's obviously quite similar to VS and VC, as it was one of your inspirations. TFC tries to be a realistic survival sandbox game and succeeds at it. The first thing I found out while playing TFC is, that like stated above, the early game can be very frustrating. You need food, fresh water, clay, seeds, stones, sticks, trees and ore. While sticks, stones, fresh water and trees are easy to find, finding clay and food can be really difficult at times. But without clay you can't progress in TFC and that's also the case for VS/VC. Without clay, gameplay is very limited, you can't smelt ore and you can't make storage. Because of this some seeds are close to being unplayable. Food, while being unable to starve in TFC, is also very essential, because you will suffer heavy penalties for not eating. Some thing I also noticed is the absence of viable building materials in the early game, you can only get wood planks after crafting a saw, which requires metal. Cobblestone, stone, dirt, gravel and sand all follow the rules of gravity, you can't stack them very high and roofs out of these materials are nonviable. The only solid, non falling blocks are wood blocks, but these take very long to destroy and aren't very easy to get in mass, because you also need them a lot for other tasks. After getting threw the early game there are more problems ahead. Food decays, making a long time food supply very difficult. Forging (not casting) isn't really fun, but annoying. Mining is really difficult, because of the "rules of gravity" and veins are hard to find. 3. Minecraft Beta 1.7.3: To experience some nostalgia I fired up a old version of minecraft. Back before Beta 1.8 minecraft used to be a building and adventuring sandbox, mainly building. Hunger wasn't a thing and world gen was still interesting and diverse. While playing I often found myself building and decorating, opposed to mining, farming and general progression in today's minecraft. While the building options were very limited, this limitation and lack of choice made building no less fun. Without the tyranny of hunger you are free to do whatever you like, a true sandbox experience. What can VS learn from this? VS has to decide on it't balance between building, survival and adventuring. I really like TFC's concept of building materials being unlocked with tech progression, but dislike the absence of useful building materials in the early game (caused by gravity). When making pickaxes and saws only able to create with metal like in TFC, which would obviously require ground ores, progression would be needed to get to new building materials. Wood should then craft into wooden planks (item), which can be crafted into wooden plank blocks, like stone dropping stone (item) which can be crafted into cobblestone blocks. Then there could be a split between building and crafting materials, items used for crafting, the blocks only used for building. This mimics the concept of the chisel mod, which also introduced blocks only used for building. Hunger and thirst are well implemented in TFC, but have one mayor flaw: food spoiling. While thirst can kill you, you can't starve. This makes food a little less important in the early game and therefore creates more freedom for the player. Food spoiling is very annoying, you often have to cut the decay of with a knife and it takes away some freedom of the player. Another thing: food stacking in TFC is amazing, really like that concept and would like to see it in VS. I've also noticed how annoyingly small VS's inventory is, without bags. It needs to be bigger, now it's just annoying. Please tell me why it's so tiny. This topic is unfinished and will be extended later. Link to comment Share on other sites More sharing options...
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