dial-a-game
% Dial-A-Game
Reviewed 2021-03-03 by japhb
NOTE: COMPLETELY ASPIRATIONAL RUMINATION
It may be possible to design a game engine -- not just a graphics rendering engine or a physics simulation, but a full-stack engine -- that supports multiple different completely different-flavored games. If the engine could be tuned across many different axes at once, while having most of the variant space represent valid games, a player or gaming group could dial up exactly the game they want to play.
Some example tuning axes, each with some possible values:
General mood: fantastic, utopian, campy, neutral, thrilling, gritty, horrific
Tech levels: prehistoric, ancient, medieval, modern, near future, far future
Challenges: everyday, small scale, turning point, epic, mythic
Character growth: player skill, quests, relationships, levels, points, skills
Violence: none, negotiation, intimidation, unarmed, armed, gory
Groups: solo, free for all, cooperative, teams, tribes/armies, alliances
Genre: exploration, survival, puzzle solving, searching, building, strategy, battle, intrigue
Openness: rails, nodes, rooms, free movement, world-spanning, galactic
Mutability: none, self, plot, objects, environments, rules
Abstraction: mathematical, symbolic, representational, simulation
Determinism: deterministic, initially random, chaotic, free
Groundedness: underground, indoor, outdoor, airborne, space-faring
Religion: none, superstition, occult, animist, polytheist, monotheist
Magic level: none, rare/minor, common/major, everpresent/omnipotent
Magic systems: inate, psionic, alchemic, runic, linguistic, clerical, dimensional
Complexity: trivial, party, relaxing, complex, combinatoric, unbounded
Player time: unbounded turns, timed turns, timed game, pausable, realtime, warpable