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

The Camelia image is copyright 2009 by Larry Wall. "Raku" is trademark of the Yet Another Society. All rights reserved.