Difference between revisions of "General Design Doc"

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(Might as well start this off somewhere.)
 
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* Social reinforcements: Basically, anything that comes out of playing the game non-solo.
* Social reinforcements: Basically, anything that comes out of playing the game non-solo.
* Status: Analogous to the STR/DEX/INT/CHA/etc. kind of stats in traditional RPG's. Probably increased by leveling up. Possibly tied to different types of exercises somehow?

Revision as of 17:07, 23 August 2011

The Problem To Be Solved

The basic problem is this: for some people, exercise is not inherently-rewarding, or not inherently-rewarding enough, for them to choose to do it as often as they might like.

This game sets out to solve this problem by introducing one or more reward mechanisms.

Possible Reward Mechanisms

Among them might be:

  • XP: The traditional rpg reward; gaining XP results in higher levels. What it means to be a particular level is up in the air. The most noteworthy characteristic of XP is that it never decreases; it only goes up.
  • Gold: A generic term for in-game currency. Presumably there will exist in-game things to 'spend' gold on. Unlike XP, gold might increase or decrease. Total net worth is likely to never decrease, but it's theoretically possible.
  • Content: A sort-of 'second tier' reward; this would be, for example, unlocking a new quest at level 7.
  • Social reinforcements: Basically, anything that comes out of playing the game non-solo.
  • Status: Analogous to the STR/DEX/INT/CHA/etc. kind of stats in traditional RPG's. Probably increased by leveling up. Possibly tied to different types of exercises somehow?