34

Almost no game uses realistically scaled maps for cities. The problem with creating cities which are even close to the size of real cities is: Maps become difficult for the player to navigate. They can easily get lost. It is very hard to make all of that content interesting. Creating a large amount of good content is time-consuming and draining. So when ...


31

There are a lot of tricks you can pull to create the impression of urgency without actually having a real urgency in your game mechanics. Writing and presentation First of all, do not underestimate the power of a well-written and well-presented narrative. Just having NPCs state in a convincing manner that time is running out and the player needs to act fast ...


8

You've already removed the main negative of a 1:1 scale map by focusing it on a small area instead of an entire city or countryside, but a citadel is still on the large side. The biggest issue here is travel time. Basically, if I want to walk to the store in real life, it might take me 12 minutes (from Google maps). That's alright; a little longer than I ...


7

Time the overall game (or phase), a middle-ground and less intrusive than timing each turn. This is commonly done in e.g. room-escape games, text adventure games, puzzles. Your final score is determined from a lookup table of 'time to complete', 'hints taken' and 'number of collaborative players' minus any penalties. This reduces things from a hard 'time ...


5

I disagree with the general sentiment in the comments that the only solution is to stick to one genre - you just have to know what you're doing. The biggest problems with an abrupt, late-game genre switch are with execution and expectations. In terms of execution, making a good game is hard, and making two good games stitched back-to-back is harder. That's ...


4

Annoy them after a while. I had a game where I sometimes dropped an angry cow on the board which jumped on your pieces and blocked your view (it was actually programmed to tend to hop towards the piece you were manipulating). Tapping unreliably knocked it away and tapping several times completely removed it, with an extra-long delay for it to come back. So ...


4

I think that the "time is running out" concept is not itself artificial in nature, it just feel artificial when you put a big flashing countdown clock in front of the player. Kind of like how sanity meters in (Lovecraftian) horror games feel artificial if they are too mechanical. But if you make it a lot more fuzzy, then I think it helps immersion. ...


3

Feeling stat increases My initial suggestion to help player's feel increase in raw stats is to let player's experience over-leveled mobs early. These OP mobs shouldn't block or occupy mandatory paths in your dungeon. If you let player's experience the power of high level monsters early, then in later levels, the player can rencounter the same mobs that gave ...


2

It depends on the nature of the puzzle. For some types of puzzles, you can think of it in terms of marginal cost and marginal benefit. In other words, what does the player gain by spending more time, vs what do they lose by spending that time. Suppose a game like the cups and balls. This probably wouldn't normally be considered a "puzzle", but just ...


2

A common approach to this is a lock-step approach. Give the player more power Give the player the opportunity to enjoy their power trip by using their newfound power on old opponents. Introduce more challenging opponents which match the new power-level of the player, thus forcing the player to play serious again. Repeat. The result is that the gameplay ...


2

HP and Damage increases for the player and enemies are just a tool that help you do some other things. Until you decide what other things you're trying to do, it's very hard to know what health and damage progression will give you good results. They can be used for: Planned Obsolescence If you have items to pick up, or abilities to learn, you can use HP and ...


2

Do not present a timer, make it part of what motivates the player. You are in space with an astronaut - where air is scarce and CO2 needs to be recycled. For that to happen (solar) energy is needed to work the ductwork and provide for the apparatous that removes CO2 / pumps O2 / works the repair drones for ship maintenance. the astronaut uses air up: the ...


1

It works if you treat most of the citadel as part of your world map I remember an MMO I played a while back (can't remember which one) that got away with this just fine because about half the quests were actually inside the main city. So instead of a small city that you are constantly leaving and coming back to; the city itself was the quest space, and only ...


1

Points decrease after a set amount of time. The faster you player, the more points you make. The longer you take, the less points you get for a correct move.


1

One option is to implement a scorched earth policy. Burn towns, farmlands, manufacturing facilities, resource fields and so forth. Prevent the player from receiving even the smallest gains wherever the enemy has already retreated, thereby stretching their supply lines and making them more susceptible to guerilla warfare and ambushes. The principle: It is ...


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