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Artistic Direction
Audio Direction
Gameplay System ObjectivesGameplay systems are the interface through which the player explores and experiences the world and simulation of Antilia. Gameplay systems must be inviting to new players, intuitive to learn, and a joy to interact with. Information the player needs must be easy to find, and actions the player is likely to take should be anticipated and clearly presented Guidance for development decisions - good design means teaching the player what information they need to know and how that information will be communicated to them. In a good design the player can make well informed choices that result in predictable success or failure. Good design can include room for experimentation, but the result of an experiment should be clearly communicated I would like to focus our efforts in design on creating a game that is engaging in multiple ways, including but not limited to “fun”. Like telling a good story, our game design should be seasoned with a variety of activities that are engaging and rewarding in different ways. Communicating Intent Through DesignBy nature of Antilia’s simulation engine and original game mechanics it is unavoidable that the game will present numerous elements to the player which require learning. In making decisions, design should favor solutions that are fun, intuitive, and easy to understand. When designing the game’s environments, effort should be made to clearly indicate the nature of the environment, such that the player is not frustrated in trying to determine where they should or should not go next. Environmental design should communicate the following:
To accomplish this will require designing a “language” - a set of patterns and recognizable motifs that the player will encounter throughout the region and associate with that experience. Narrative ThemesThe simulated world of Antilia can provide a self-reflective context in which a variety of stories can be told. The stories told through Antilia should be positive in nature - they should have a positive point or serve a moral lesson. Negative images and sensitive topics should be approached with care. Antilia’s NPC simulation could serve as a strong foundation for themes in which the success of individual NPCs contribute in a meaningful and measurable way to the success of larger populations. A guild or city in which a lot of individual NPCs are under-performing will result in poor performance for those groups. World DesignThe world should be designed to inspire curiosity and creativity in the player. Success in developing the world will require effective use of lore and culture, attractive visuals, a strong sense presence in atmosphere, and carefully crafted audio cues. |