http://irontowerstudio.com/new-world-features
As you probably know, our next game is a sci-fi RPG inspired by Heinlein's Orphans of the Sky (a generation ship novel). The overall design will be similar to that of The Age of Decadence and follow the same principles:
- Turn-Based combat with action points and different attack types based on tradeoffs.
- Skill-Based character system. Class-based systems offer you different packages of skills and abilities, designed to ensure that no man is left behind and your rogue can kick as much ass as your fighter. It’s a good, time-honored design that makes it very hard to make mistakes. In comparison, skill-based systems offer all the freedom you can handle and don’t restrict you in any way, so the chances of you screwing up your character is fairly high, especially for the first time players. Neither system is better by default so it comes down to personal preferences and firmly held beliefs, which is where it gets a bit complicated. Some folks believe that games shouldn't allow the player to make bad builds and choices; anything else is bad design. I think that if every decision is awesome, it hardly matters what you choose. Making mistakes is part of the learning experience but not everyone has the patience for it.
- Stats & Skills Matter not only in combat where they provide various bonuses but outside of combat as well, when exploring or dealing with people. It’s a deceptively simple aspect, so let’s examine it in details. What it means in practical terms is that your character would succeed in areas where his/her stats and skills are strong but fail where they are weak. For example, a perceptive person would notice something others won’t; a brute would be able to move a heavy object, etc. Obviously, the effect can be minor (i.e. you moved a boulder and found a couple of coins underneath it!), major (you moved a boulder and found a passageway to another area!), or anything in between (you moved a boulder and found a passageway to another area where you found … a couple of coins! T’was a good day for adventuring). Usually, stats and skills are checked in the following situations: [list]
- Multiple solutions (i.e. different ways to arrive to the same destination, everyone’s happy and nobody’s upset)
- Optional content (limited ways to unlock optional content, aka. “gated” content)
- Multiple ways leading toward the endgame location (i.e. branching questlines), so you never have to travel the same path if you replay the game
- Very few “required” story-telling nodes (locations, conversation, events) the player simply must visit or trigger in order to progress.
