Splintert said:
If there's anything that can be learned, it's that post-action consequences don't do a very good job of preventing the action. Especially in a video game. There's inevitably going to be a number of ways to get around actually getting punished.
First of all, what we're trying to do here is highly experimental, it might fall flat on it's face, but we're willing to risk that, instead of just rehashing concepts.
But for the sake of argument:
- Assume you need a character that spent 100 hours ingame to be able to kill someone
- When you kill someone, you set him back by maximum 10 hours, no matter how much progress he had
- after killing someone, the one who got murdered can wipe out the killer's entire progress (at least 100 hours) with the click of one button
- do you think we would see many murders? (not a rhetorical question)
That's an extreme example. The other extreme would be immunity for the killer. The trick is to hit the sweetspot inbetween. And if we don't hit it, we remove permadeath. As I said, we're experimenting.
What games have you seen where the you learned that 'post-action consequences don't do a very good job of preventing the action'? Because there are hardly any games with such a strict reglementation as we are planning.
In general, we have a specific gameplay in mind, not tools. The tools are there to create the gameplay, not the other way around. We don't throw in a bunch of tools and see what gameplay occurs. We design each tool to move the game towards the gameplay we want to have. And then we iterate, over and over again. As good gamedesign should be, imo.