Gameplay Manifesto
After fiddling about with a few ideas, I’m coming to a few conclusions about what I want Army Of Zero to be. There’ll be more about the puzzle element in another post, but for now I think it’s important to set out my grand vision of how Army Of Zero should play.
I’m writing this from the perspective of a parent as well as a game designer. I’m not going to argue with the success of Pokemon and Yu-Gi-Oh!, those people clearly know what they’re doing. However, I want to make a game that a parent can pick up really quickly and then play with their kids in 10 to 15 minutes. And although I want some decision-making by the players, at the same time I want to avoid older kids having a big advantage over younger kids (personal trauma, don’t ask).
So here’s my gameplay manifesto.
Army Of Zero will be:
Quick To Learn
Quick To Play
Playable Between Age Groups
Every change in the gameplay design must improve at least one of these aims.
During the development process, I’m going to come back to this post at regular intervals to make sure I’m still following the manifesto.
