Tuesday, 8 July 2014

Swords, Shields, & Sorcery | Game Concept


A few weeks ago, I was trying to think up some simple placeholder gameplay that I could use as a stand-in for a Matchmaking design exercise I wanted to do. Rock, Paper, Scissors eventually came to mind. Simple enough. Since then, I've been mulling the idea over further, and somehow came up with the a game concept that is the inverse of my original intention. Instead of focusing on multiplayer rock, paper, scissors, why not make a single-player RPG out of it? Voilà:


Concept:

Enter the charming, easy to play mobile RPG of Swords, Shields & Sorcery. Fight humans and creatures alike using a twist on the classic Rock, Paper, Scissors formula. Level up and gear up to shape your character into the hero that you want to play. Travel across whimsical lands, encounter strange, memorable characters, and see how mundane events transpire into a ridiculous and enchanting story.

Details:

Swords, Shields, & Sorcery is a fantasy mobile game that uses Rock, Paper, Scissors as its core combat concept. Swords beats Sorcery, Sorcery beats Shield, and Shield beats Sword. Instead of victory being dependent on winning a set number of times, players have health, as well as damage values for each type of attacks. Each of these values is increased based on levels gained and items equipped. This changes the game from winning almost entirely based on luck, to winning based on either overpowering an opponent, or trying to counter them.

Each player and each enemy in the game changes from just a game of chance, the game becomes a lot more psychological. "This goblin has a huge Sword, a tiny piece of wood as a shield, and no visible magical spell for sorcery. I don't want to get hit by that huge Sword, so I will try to use my own shield more often so I can win."

In addition to stat boosts, I really want to throw in some items that mix up the standard Rock, Paper, Scissors formula; Items that change HOW the game is played, rather than just increasing stat numbers. Perhaps some shields can have reflective coating, which repels a portion of the sorcery damage. This changes a lose for one player, to a partial win.

Every level of the game is chock full of colorful, witty and whimsical characters and environments. This game needs to stand out with polished visuals and clever story-writing. Instead of trudging through a generic sorcerer's tower, why not fight through an enchanted bakery? Flying cupcakes, ravenous loaves of bread, and the beast de résistance; a giant wedding cake with pincers and crustacean features: The Crab Cake.

The interface is simple to understand and easy to use. Even though each screen has a minimal number of options to choose from, each choice feels engaging due to a high amount of visual and auditory feedback. At it's core, Swords, Shields, and Sorcery is all about providing a simple and easy, yet engaging experience that players can pick up and play at any time.


Key Features:

  • Easy to Pick Up, Easy to Play
    • Minimalist interface and simple player decisions.
    • Easy to follow, but fun to experience story.
  • Rock, Paper Scissors with a Twist
    • Rock, Paper, Scissors using damage and health stats instead of turn limits.
    • Size up opponents based on their equipment and appearance.
  • Level Up, Gear Up
    • Fight to level up, level up to equip new gear, equip new gear to change how you fight.
  • Chock Full of Wit and Whimsy
    • Colorful characters, playful worlds.
    • Puns, jests, and imagination around every corner.


Potential Expansion Features:

  • Player vs Player
    • Test your strategy against a world of live opponents. Leaderboards and special multiplayer rewards available for participating.
  • Online Shop
    • Purchase new aesthetic armor and items for your character that can't be found in the game. Sold at low, low prices, and cycled seasonally!
  • More Single Player Content!
    • New worlds, new enemies and new items to discover!





© Scott Balmer - Game Design - 2014

No comments:

Post a Comment