Things to think about when you try to make a travelling game

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Things to think about when you try to make a travelling game,


(Sunless Sea, Banner Saga, Oregon trail)


Are there any special tips or tricks that are good to remember when attempting to make something inspired by Oregon trail?


So far I'm thinking that you'd have resources in the shape of:


People


Food


Horses


Weapons


You'd run into encounters where you'd do a choice and the success rate depends on a Conditional check against one of your variables.
 

Wavelength

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Yeah, here's a tip: ALWAYS caulk the wagon.


:p


More seriously, while I have only a small amount of experience with goal-oriented survival games like Oregon Trail, I think that if you are serious about making a good game for gamers then one of the most important things you can do is to make the game something that will allow for (and ideally necessitate) different strategies in each playthrough.  It's okay for the RNG to have a say in things, but the game should never come down to "well the optimal amount of food to buy now is X and I should always buy most of it at this stop because I know what stop is coming up and it will be more expensive there".  The more the player is able to strategically react to what they find in a given playthrough, the better.


Additionally, don't neglect the possibility of making relationships, emotions, or human drama into a central player in your survival game.  Not only does this create an emotional connection between the player and the game that would be absent if people were merely a "resource", but it also can create wonderfully interesting situations for the gameplay.  How will the player navigate a situation where, for example, two people need each others' skills to survive, but don't trust each other or have some kind of intense personal grudge?  How does a third person who has fewer survival skills, but might be the key to getting them to work together, play into things?  How can the player's choices influence it all?  I've heard that the most dangerous enemies in the apocalyptic landscapes of shows like The Walking Dead and Zoo aren't the zombies but rather the other humans still in control of their own actions when the niceties of civilization break down - and I think this idea is very compelling (and probably why the genre is amassing such popularity).


With all that said, if you're going for more of a straight-up survival/travel/resource simulator like the very old Oregon Trail, a few other resources you could include might be Money/Gold, Medicine, Tools (of all sorts), Clothing, Feed (for horses)/Fuel (for vehicles), Fresh Water, Morale (of your people), Experience, and Reputation (which would influence how outsiders would react to you).  If you want to dive deep into details because you think that will be a primary part of players' enjoyment of your game, then you could spend a lot of effort creating different types of food, different types of tools, different types of clothing, etc. - a party that could obtain a balanced diet of fruit, fish, meat and grains would be healthier than a party that overloaded on grains, for instance, and a party that had lots of pieces of fabric clothing but no furs would have a hard time venturing into very cold areas.
 

Webby

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The open-world, it's always about being free to choose where to go, whenever you want. Try to make the world


interactive by adding biome-specific shops and other good stuff...


I'm not going to drag this for far too long so I don't waste people's time. What @Wavelength said is actually a good


idea to bring struggles to simulate human nature, whether it would be conflict or resolution. One thing to note for


making a travelling game, RNG or fixed (by fixed meaning, you need 10 food to do X rather than you need 8~10 food to do X),


turn-by-turn or non-stop process. These things can affect the game quite big if one element is not correct...
 

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