Since I've about made up my mind that v2.0 will need to be rebuilt from the ground up, I may as well start planning it out like that as well. This gives me an excuse to shake up the formula, which I might as well make the most of:
- New setting: Inner city. Complete with urban activity, populace, economy, and police.
- On its passive layer, gameplay is basically like a hands-on interpretation of Monopoly: You seek control of the city by buying out businesses, employing dirty tricks against your competitors, and exploiting appropriate opportunities as best you can.
- On its active layer, it's fairly close to standard mafia: Amongst the players are a few that have allied together and have specially infiltrated into the workings of the city. Failing to put a stop to these individuals will quickly render your petty city control quest pretty darn moot.
- Adding a dark twist to it all, each player shares the same color with each other and with the city's own NPC population. You are only uniquely identified by your single main unit, which must stay alive.
- You'll get to recruit city NPCs of various types for your purposes. I'll work out the exact dynamics of this later. Just note that this mechanic will be my interpretation of the concept of 'special roles'.
- Mafia players have only two distinct properties: Quiet alliance with one another (including shared monetary resources) and access to special NPC units for killing, booby trapping, or otherwise sabotaging non-mafia players' operations.
The main, backbone ingredient to this whole thing will be a fully-functional simulated city environment. Cars will drive by. Citizens will traverse destinations. Police will patrol about attempting to keep order. Gangsters will lurk around occasionally upsetting the order. The occasional city official or urban elite can be seen moving from place to place conducting special important business.
Through it all, the players (themselves city elites) can recruit, bribe, or coerce these NPC citizens individually to be able to issue commands to them. They won't become units that you own, but rather they'll be specially 'marked' to be responsive to individual orders. Moreover, certain NPCs can only be accessed by purchasing city properties, so economy and conquest will play a role.
I don't yet know how lynch voting and stuff like that is going to play out, though.
Now, because this is looking like kind of a big project, it may very well end up taking a chunk out of Sin if I let it. I still haven't decided if it's worth it or not. It represents a drastic departure from my previous mafia formula, and potentially much more complex a gameplay formula... which always worries me. Still, it seems like the idea may be worth trying out...
Again, this is just preemptive planning on my part. Most likely I'll just leave this out here as a half-cooked idea in case I get sufficiently bored or else someone else wants to take it up themselves. Just letting you know.
Post has been edited 4 time(s), last time on Jan 22 2010, 7:57 am by Tuxedo-Templar.
None.