Difference between revisions of "General Design Doc"
From RPG Wiki
Jump to navigationJump to search
(→Quests) |
|||
Line 34: | Line 34: | ||
* Log an exercise of some sort every day for X days. | * Log an exercise of some sort every day for X days. | ||
* Log a cumulative amount of exercise of a type you've done often before, totally some amount (e.g. "run a total of 10 miles", which you're free to spread out over as many days as it takes). | * Log a cumulative amount of exercise of a type you've done often before, totally some amount (e.g. "run a total of 10 miles", which you're free to spread out over as many days as it takes). | ||
* Get your friends to join you in together logging a cumulative amount of exercise of some type |
Revision as of 17:23, 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.
(Note: it is necessary, but not sufficient, to track a player's exercise. Without reward mechanisms, it ceases to be a game and is merely a place to log exertion.)
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.
- In turn, completing quests could lead to further XP and gold.
- Social reinforcements: Basically, anything that comes out of playing the game non-solo.
- These could include things in several other categories here: shared quests, purchasable items that you can show off to other players, etc.
- Plus the usual badges and points and meaningless trifles
- 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?
- Could affect how XP is scored for those exercises or how quests are resolved.
Quests
Let's hypothesize that occasionally the game can present certain optional challenges to the player. What sorts of challenges would be good or bad (mechanically)?
- Log an exercise of any type you've never done before.
- Log an exercise of type X and intensity Y, where X is something you've done often before and intensity Y is within a range that is probably reasonable based on your past work with it.
- Log an exercise of some sort every day for X days.
- Log a cumulative amount of exercise of a type you've done often before, totally some amount (e.g. "run a total of 10 miles", which you're free to spread out over as many days as it takes).
- Get your friends to join you in together logging a cumulative amount of exercise of some type