Difference between revisions of "Game Principles"
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* Challenging environment: Characters and consequences of actions are restricted by the environment. Characters must overcome these challenges (possible with collaboration). | * Challenging environment: Characters and consequences of actions are restricted by the environment. Characters must overcome these challenges (possible with collaboration). | ||
* Slow-paced: The game is slow-paced (players don't need to log in all the time, where once a day is considered normal). | * Slow-paced: The game is slow-paced (players don't need to log in all the time, where once a day is considered normal). | ||
− | * Collaboration: | + | * Collaboration: Characters depend on other characters, and there is advantage to working with other characters (even if there are social challenges). |
* Communication: The preferred action in Cantr is speaking (or roleplaying), which implies at least one other character to be within hearing distance. | * Communication: The preferred action in Cantr is speaking (or roleplaying), which implies at least one other character to be within hearing distance. | ||
* User-friendly: Mechanics shouldn't be tedious for players (but can be for characters). | * User-friendly: Mechanics shouldn't be tedious for players (but can be for characters). | ||
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* Present best: There is advantage to those who are currently working or are active more than those who previously worked. | * Present best: There is advantage to those who are currently working or are active more than those who previously worked. | ||
* Accumulative gain: There is long-term progress over time. | * Accumulative gain: There is long-term progress over time. | ||
− | * Diversity: There is advantage in different kinds of | + | * Diversity: There is advantage in different kinds of characters, skills, objects, locations, etc. |
* Strategy: There is advantage to creative or purposeful strategy to reach goals. | * Strategy: There is advantage to creative or purposeful strategy to reach goals. | ||
* Balance: Maintain a sustainable, living world through the implementation of thoughtful systems that do not overemphasize one part at the cost of another (ie, production and consumption should be balanced, attacking and defending in combat should be balanced, etc.), so that no party has an in-built advantage, and so that the game can run indefinitely without risk of dramatic oversupply or undersupply (when effort is expended). | * Balance: Maintain a sustainable, living world through the implementation of thoughtful systems that do not overemphasize one part at the cost of another (ie, production and consumption should be balanced, attacking and defending in combat should be balanced, etc.), so that no party has an in-built advantage, and so that the game can run indefinitely without risk of dramatic oversupply or undersupply (when effort is expended). | ||
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== Principles For Deciding Numbers == | == Principles For Deciding Numbers == | ||
These are used to provide some practical guidance, encourage consistency, and maintain game balance. | These are used to provide some practical guidance, encourage consistency, and maintain game balance. | ||
− | * Rule of one: One | + | * Rule of one: One character should be able to keep themselves alive, unless killed by another character or choosing to do something dangerous. |
− | * Rule of two: Two | + | * Rule of two: Two characters should be able to maintain any one particular thing. |
− | * Rule of three: Three | + | * Rule of three: Three characters should be able to both maintain and create or expand any one particular thing. |
* Rule of four: Four is the maximum number helpful on a particular thing, unless participating in different aspects or with different skills (diversity, variety, specialization). | * Rule of four: Four is the maximum number helpful on a particular thing, unless participating in different aspects or with different skills (diversity, variety, specialization). | ||
− | * Rule of five: Anything beyond five is complex to maintain (too much for one | + | * Rule of five: Anything beyond five is complex to maintain (too much for one characters). |
− | * Rule of seven: Seven | + | * Rule of seven: Seven characters are a society (e.g. can maintain a complex town). |
Revision as of 01:56, 12 March 2020
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The lists below define Cantr's foundational game principles. These should be followed when making decisions regarding the mechanics of the game (usually by the Resources Department), and any significant game changes, including those by the Game Administration Board, should list what principles apply to the change, preferably with an explanation. At the root of these principles should be Cantr's mission and the definition of the world of Cantr. The Principles for Deciding numbers are basic guidelines to help maintain consistency.
Cantr’s mission is to foster creativity, learning, and communication in a world simulating the challenges of real life.
Goals
Goals based on Cantr's mission help us determine what our principles should be and how to apply them.
- Encourage communication (including collaboration)
- Encourage learning
- Encourage creativity
- Simulate the challenges of real life
Principles
Principles are in order of precedence and are directly used to justify decisions to change or maintain Cantr's game mechanics.
- Programming: There are technical limitations to the mechanics and to what can be changed (this comes first because it affects everything below); however, over time some of these technical limitations may be overcome.
- Capital Rule: There are limitations to enforce and encourage following the Capital Rule.
- Challenging environment: Characters and consequences of actions are restricted by the environment. Characters must overcome these challenges (possible with collaboration).
- Slow-paced: The game is slow-paced (players don't need to log in all the time, where once a day is considered normal).
- Collaboration: Characters depend on other characters, and there is advantage to working with other characters (even if there are social challenges).
- Communication: The preferred action in Cantr is speaking (or roleplaying), which implies at least one other character to be within hearing distance.
- User-friendly: Mechanics shouldn't be tedious for players (but can be for characters).
- Real life: The game should reflect the way things work in real life. There is no magic in the sense that the mechanics are intended to be explainable by science.
- Present best: There is advantage to those who are currently working or are active more than those who previously worked.
- Accumulative gain: There is long-term progress over time.
- Diversity: There is advantage in different kinds of characters, skills, objects, locations, etc.
- Strategy: There is advantage to creative or purposeful strategy to reach goals.
- Balance: Maintain a sustainable, living world through the implementation of thoughtful systems that do not overemphasize one part at the cost of another (ie, production and consumption should be balanced, attacking and defending in combat should be balanced, etc.), so that no party has an in-built advantage, and so that the game can run indefinitely without risk of dramatic oversupply or undersupply (when effort is expended).
Principles For Deciding Numbers
These are used to provide some practical guidance, encourage consistency, and maintain game balance.
- Rule of one: One character should be able to keep themselves alive, unless killed by another character or choosing to do something dangerous.
- Rule of two: Two characters should be able to maintain any one particular thing.
- Rule of three: Three characters should be able to both maintain and create or expand any one particular thing.
- Rule of four: Four is the maximum number helpful on a particular thing, unless participating in different aspects or with different skills (diversity, variety, specialization).
- Rule of five: Anything beyond five is complex to maintain (too much for one characters).
- Rule of seven: Seven characters are a society (e.g. can maintain a complex town).