@LTK: it may not seem like it, but I *am* trying to simplify and start small. The concept I'm working on CAN, technically, be reduced to "a screen with text appears, it has three buttons to choose what you do, and depending what you click, another screen appears. Rinse and repeat until you win the game or die". This is how the game structure will look for a while. I am deliberately designing the entire game so that every system, every part of it can start simple like that and be made more complex as needed/possible, one step at a time. Many, admittedly much more ambitious, game concepts I have in mind may be introduced graduallly as I work on the game, be reduced in scope or ambition, or be thrown out if they turn out to be too much work.
Heck, everything in the game is designed to be as modular and optional as possible. In-game events and story developments are ultimately to be linked, but they are still designed to have definite endings to each tiny plotline, so that I can start with very few of those (even one) and experiment by fitting new ones in. So I don't have to go all-out on either game mechanics *or* story. In fact, the first playable version that I will show anyone will be reduced to a few decisions about how the heroine escapes immediate pursuit, and will be completable in like a minute or two.
Besides, I'm designing the game on the basis of what I actually do know. I've made (hobbyist style and not published, but still) board games that I actually played with friends. I've written tabletop RPGs from start to finish (of arguable quality and extremely small in scope, yes, but I still created them to completion). I couldn't make an action-based or manual skill-based video game that'd be any kind of fun - but I know a little bit about what works in games where you essentially roll the dice to have a chance to succeed at something. On a mathematical level, tabletop RPGs can be very reductively thought of as "pick the goals, then have a random chance of succeeding to varying degrees in the goals you picked. To win, either pick safe goals, or work extra to make your rolls easier to succeed". And my game concept mimics this approach - including making what "actually happens" the interesting part, rather than making the numbers overly exciting or complex. Or in other words, the game technically *could* be written as an Excel spreadsheet, in many ways. To an extent, it has/will.
So - yes, every part of the game I work, or will work, on starts with something that can technically be played, but is as bare-bones as possible. Often starting with "have a screen and a button or two, and those buttons do one simple thing when you click them, like display a box of text". Can't get simpler than that!
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@Cornelius:
That's actually an interesting point, and exactly the kind of feedback I was hoping for. Of course, allowing for certain "buts":
- I take a pretty dim view of feudalism as a whole, even though what you say is true. Peasants had some protections, but the system was still skewed towards those with military might. Peasants were still, especially in the parts of Europe I'm taking inspiration from, mostly bound to the land they worked. They still had fewer legal rights than nobility. They still largely didn't own much property. They were still forced into work whether they agreed to or not. And so on. Fundamentally, feudalism was still a system based on the idea that some people have the *right* to rule (I don't think it's coincidence that the European feudalism coincided with a powerful Roman Catholic church, nor that European monarchies were so in love with the concept of the divine mandate to rule).
- Also, I see parallels between feudal serf's duties and modern capitalism. I am not going for a lazy parallel of "feudalism is capitalism", because I do want to take inspiration from history rather than have an allegory that's both blunt and bland. But the notion is not NOT there. Every story about the future, the past or (especially) a fantasy land is in some way a commentary about what the author knows. Just like Macbeth was a way to prop up Elizabethean monarchy, a game made by someone as strongly mistrustful of modern structures of economic power as I happen to be will show feudal structures even more rigid than modern neoliberal systems in a negative light. I can't exactly make a story I write devoid of my own view on things, nor do I aim to be objective at all cost.
- Not to mention the fact that feudalism is still a starting point for an allegory. The game is not necessarily about realistic feudalism in that it's explicitly about carnivores feeling it's their right to eat other animals. This is automatically different from a historically accurate depiction, pretty self-evidently so
Feudalism is just the most useful tool for the allegory and a way carnivores justify staying in power. I imagine a story like that could very well be read as, dunno, pro-vegan rather than anti-feudal (that's not my intention, but again - unspoken messages and so on).
I *am* open to suggestions as to how make the picture more nuanced. I do plan on the game not being explicitly judgmental (as I mentioned), and carnivores will not be presented as malicious, just used to the way things are (and to an extent, relying on eating meat as logistically the most viable option, and to an extent a biological near-necessity that is difficult to avoid. If I ever make a sequel, I plan to introduce cats in it which, unlike canines, are obligate carnivores in real life, and the issue will be explored via fictional "cat culture"). But I don't want to accidentally have a message of "what the carnivores do is OK, because they can't help it", so I'm careful to present a picture where bad things happen because the system is unjust because of the way it's set up, but it's still a harmful system.
I'm open to suggestions as to how make it more interesting and not a reductive "the strong rule the weak". One way I could do it is basing it less explicitly on feudalism. Another is highlighting omnivores and how they navigate the system (currently, omnivores fulfill the social role of soldiers or mercenaries more often than not, at least in the context of the narrative). Yet another is the fact that larger herbivores are perfectly capable of defending themselves, are more independent, less scared of predators and often friendly towards them. So, again, not a one-to-one parallel to feudalism.
But any suggestions as to how to make the world more interesting without going too simplistic are VERY welcome. Bearing in mind that all this needs to be expressed, ultimately, via player choice and player-visible consequences. The game has too small a scope to present every facet of its setting from every possible angle. Everything is by necessity confined to a narrative about personal loss of the heroine, and filtered through the lens of her having to survive and take care of her children (heck, this is the reason why the game will not unequivocally preach "carnivores are bad". The game includes very real and immediate threat of starvation, hunting will often be the most immediately obvious and accessible option, and the player will make of that what they will).
At any rate, your comment *does* help on its own, I'm already thinking about it and its implications, and furiously scribbling notes about certain plot moments that I might introduce or change or reconsider. Thanks!