Dream Game Simulator

Imagining games I'd like to play through design and mechanics of existing games.
There's no real criticism in the notes, only thoughts about mechanics I would like to explore

Basically a very early GDD draft for a game I'd like to make some day.

I should probably play a grand strategy game at some point

This game ticks a lot of boxes for me, but it's also very rough.

The different banners are very fun, but should be completely customized, or at least hand crafted / tightly curated.

Aside from the aesthetics of the houses I think they should also carry quirks and perks.

Legacy weapon are a cool concept that could be built upon, I imagine gear that also recieve perks that relate to its user's achievements. So they actually carry a mechanic legacy.

I like that you can assign scholars and trainers, you can do more with the concept.

There's a family tree! To me it seems like a basic concept that's surprisingly rare.

Characters are rich with traits that constantly evolving and changing, it tells a great story and make each character unique.

Time passage is slower than Massive Chalice, characters stay longer and are much more impactful.

Characters have a lot of abilities and traits that are focused on non combat roles
If this game would document the characters' lineage in some way it would have been a perfect game for me.

It does dynamic storytelling and character growth in phenomenal ways.
the game basically builds characters out of two very broad characteristics and give them minor ones as the story progresses through random and set events depending on how the player reacts to them.

The traversal mechanic is also interesting, it's like a miniature version of Total War map gameplay
kingdom forming mechanics are interesting and fairly unique.

The ruling coucil is made up of units from your tribe that grow old as the game progresses.

Rich random events
Beautiful aesthetics and vibes.
Interesting takes on subclasses
Character rich narrative. - I don't know if it'll fit what I have in mind, maybe Houses will have storylines instead
Tutoring system was fairly interesting mechanic, characters having a hidden potential in something they're initially bad at was interesting to explore even if not very rewarding.

Character bonds established relationship between characters and improved their combat synergy.

Battalions were a nice addition that made the battlefield seem like an actual warzone and not just glorified chess.
Lots of characters made unique with fairly simple mechanics.
Castle roles made minor characters relevant even outside of combat.

I like kingdom building in games but not many games make the mechanic seem as impactful and relevant as Suikoden
Maps with lots of verticality.

Villains having semi random weaknesses and strenghts and that improve along side you. makes for unique encounters for most of the game.
The emblem mechanic is very interesting - Characters stats change and they gain access to new classes through personal achievement they unlock in combat.

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