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Author Topic: Power Goals/Game Design Philosophy  (Read 720 times)

RustedAxe

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Power Goals/Game Design Philosophy
« on: January 21, 2008, 07:01:00 am »

I've listened to two of the podcasts with the Tarn brothers, one with both brothers and the latest with just Tarn Adams.  It seems you guys like the free form player-made stories as opposed to the linear story that can only be enjoyed the first time.  

I really don't know how to explain it, but it just seems like some of the power goals, just some, are one step towards that linear game.  Maybe it'll make the game really interesting, and I really am intrigued reading through them, but I'm having a hard time seeing that being a continuous case for some of them.

I mean, dwarf fortress and the stories created around it are made from the randomness that happens in the game, the peculiarities, but as I read from some of the power goals, it seems rather to be in the static design, where there isn't that special DF charm; the unexpected surprise.  Once you learn of a power goal, there's no surprise besides the first occurrence --- Just like a linear game.

Opinions?

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Lavastine

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Re: Power Goals/Game Design Philosophy
« Reply #1 on: January 21, 2008, 07:07:00 am »

When Toady added the power goals section he said that what he wanted to do was make it so those situations could happen, not the specific situation as a scripted event but the activity or gameplay mechanic could emerge randomly throughout the game/world.
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Kayla

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Re: Power Goals/Game Design Philosophy
« Reply #2 on: January 23, 2008, 05:31:00 am »

I agree with Lavastine. The powergoals are things that the player 'could' come across if they were in the 'right place at the right time'. Such as that it wouldn't necessarily be hard coded into it. You've listened to the podcasts, so you should be well aware that Toady wanted a continuous world. What you do as one 'character' or 'fortress', will have an effect when you come back as another 'character' or 'fortress'. That in itself would negate a linear story, or anything even remotely near linearness. (woot, new word)

The powergoals are fun to read, but realize, that, they're made to dissect what the engine would need to do to be able to perform that, then adding that in, versus purposefully adding in the powergoals and making you experience them.

Kayla.

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Markavian

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Re: Power Goals/Game Design Philosophy
« Reply #3 on: January 23, 2008, 07:47:00 am »

I saw the power goals as a random series of events that could occur to create those situations. They're the sort of things a player might report after playing a game of DF based on what actually happened in their game, but without a prescribed story.
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