Design Pillars: Exploration, Encounters, Advancement

Hey guys! Welcome back to Design Time with Rob! Today I’ll be getting into specifics on the three central pillars of gameplay in Project Resurgence.  I know you’re all dying to know exactly what kind of game we’re working on, so I hope this high level view of the design will give you some additional insights.  So without further ado, let’s dig right in.

Exploration – World and Dialog

Like all of our favorite cRPGs (some of which I mentioned in my inspirations post), at its core Resurgence is a game focused on exploration.  By that I mean both physically exploring the world with your character, but also metaphorically exploring the lore, politics, and motivations of the various people that call Lumen home.  To this end, we feel that having a branching and highly reactive storyline is essential to have players dying to know all the secrets our world has to offer.  Every big decision players make will have both immediate and long term ramifications, to show that those decisions matter and have helped shape the story.  You can also create a unique character, choosing the sex, tribe, background, and several traits/flaws.  The game will recognize these choices, and NPCs treat you differently.  Further adding to this sense of freedom and exploration, we’re tailoring the storyline to be semi-linear.  While there is a larger plot to unravel, you’re still free to ignore it and explore the current corner of the world at your own pace (though the plot will always resurface, prodding for your attention). Even the environments themselves will tell their own story, whether it is tied into the main and sub plots, or just to add to the history/tone of the place. It’s up to players to discover these secrets (or ignore them), and those who do take the time to connect the dots will not go unrewarded. :)

Encounters – Combat and Skills

Another one of the essential elements to any good cRPG is having varied and difficult challenges that push players to overcome them in novel ways. Since our focus is on story, we of course want to have a intuitive and nuanced combat system, but we also don’t want it to be the sole source of challenge. As such, we plan to cater to multiple play-styles and have non-violent objective resolution as a viable choice. Our aim is to make it possible to avoid almost every combat situation, if you posses the right skills to do so.  And for the hardcore tactical combat enthusiasts, we certainly aren’t forgetting you either.  We’ve spent months designing a robust battle system, allowing for a variety of tactical options. Not to mention we’re going to have both real-time and turn-based combat, and you can freely switch between them during a fight. Its an ambitious feature to balance and implement properly, but I can assure you that we’ve planned for it from the very beginning. If you prefer the split second decision making real-time calls for, we’ve got you covered. Or if you prefer to command your allies with the methodical precision of a chessmaster? No problem. Giving players the “best of both worlds” has been one of our major design philosophies, something we hope sets us apart from other games.

Advancement – Classless Leveling and Equipment

Finally, an extremely important feature for any cRPG is advancement. We feel strongly that there has to be a feeling of character growth in power and options as you overcome challenges, gain experience, and discover rare and valuable equipment. The primary way we plan to accomplish this is through our classless character development system. Do you want to a play a gunslinger with a steely gaze and enchanted bullets, or a smooth talking pacifist who literally vanishes at the first sign of trouble? Any combination you can think of is a viable choice and yours to discover. As your character gains levels, you’ll improve Attributes (boosting various stats), hone Skills (social, stealth, knowledge, etc.), and learn various Talents (active, modal, or passive abilities) to balance versatility and specialization however you like. Adding an additional wrinkle to this system, each development choice also affects the Affinity system, our three sources of power: Physical, Technical, and Ambrosial. These Affinities are not mutually exclusive and you can utilize any or all of them as you see fit. As characters learn new abilities, the related Affinities grow, and grant synergistic bonuses to like items and abilities. We’re trying to take a freeform approach to character development so that characters evolve organically, and you are always rewarded for playing the way that appeals to you.

Well, I think that’s enough for now. I’m very excited to share with you guys all the cool features we’ve been discussing which will hopefully make Resurgence something really special. Look forward to me diving into more detail on the individual features that compose each of these pillars in the future. Thanks for reading, and I’d love to hear your questions and comments. Have a great week, talk to you soon!

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0 thoughts on “Design Pillars: Exploration, Encounters, Advancement”

  1. Just Awsome!
    I want to really dwelve into everything and not just the cool story, but also the choices of different battle features you mentioned Rob.
    I can’t wait any longer!!!!!!! 😀

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