However, I realized something when I couldn't see my GSDC'10 project to completion, that my ultimate goal is to create a virtual world experience. The way Planetbreakers is set up, it's too detached, it feels like a real time strategy game. This is just not going to work.
What I've been trying to do since almost day one is marry two different things together:
- Meaningful interaction/fun - Where a player can feel really involved and enjoy playing.
- Virtual worldliness/immersion - Where a player feels like their actions within a virtual environment really matter.
I think my new focus is going to be this: make the game tell a story. In other words, I'm probably going to be making a proper roleplaying game with a lesser focus on accumulation. Think Roguelike, maybe even a Gauntlet-like take to Spelunky.
I'll probably go back to Project Shock, but blow it open a bit - make the maps randomly generate and be persistent.