3/Resource Management and Branching Paths


Resource Management

Considering that the game revolves around the duality of Karma (good vs. evil), there needed to be some sort of interesting dynamic to how the player would choose these acts - It would be far too easy, boring and arbitrary if the player could just pick the obviously good acts and then complete the game with ease!

Therefore, we introduced the resource of money into the game. This was significant because it meant we could purposely skew the balance between the cost it would take to commit good acts and the availability of acquiring enough money to do so. I.e. it would made it impossible for the player to help every NPC they come across and, in fact, might even have to *harm* some NPCs in order to get the money to help others! 

In my opinion, this is what makes the game interesting and re-playable, because each playthrough you must decide who to help and who to hinder in order to end the game with the highest Karma score. Moreover, the player is not told how many positive or negative Karma points they get for each act, meaning that several playthroughs and experimentation would be needed to work out the perfect combination.

Branching Paths

Due to this being a fairly open world RPG concept, we had to account for the player choosing a multitude of different branching paths; you don't have to do any of the quests in any particular order, though the world will change and morph around you as you act, meaning there are many different routes to take. 

Accounting for these different paths was admittedly a struggle and was perhaps overly-ambitious for a project that had to be completed in 3 days, however I created a basic branching diagram which was designed to track how much Karma and money a player would have for following certain paths.

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