whisperstorm
08-26-2007, 02:23 AM
I'm working on creating an experimental rpg for facebook. The game mechanic however is a bit different from your typical rpg fare. Gameplay consists of two different phases - a dungeon creation phase and a dungeon exploration phase. You essentially create a dungeon that other facebook rpg players will explore. Your goal is to create both an attractive and challenging dungeon. The more people that "play" your dungeon the more money you get (somewhat like an amusement park sim). However you also recieve bonus items for every time a player attempts to beat your dungeon but fails (dies). You also get a chance to "steal" one of the player's items if they fall into a particular trap. However if they successfully reach the end of your dungeon they will either get a bit of your money, or possibly one of the items in your "hoard". A hoard is basically the stakes you put up for grabs in a given dungeon. The sweeter the items the more likely folks will try to play your dungeon and you may get $ and bonuses.
Now the point of the money and bonuses is to beef up your own character. During the play phase you visit other player's dungeons - check out the win/loss ratio, look at the "hoard" items up for grabs and decide if you want to attempt to play a given dungeon. If you die, you cannot play that dungeon again for 24hrs, however you can choose to "bail out" and leave a dungeon i the middle with no penalty. However the dungeon owner gets credit for your visit.
What I'm trying to do is somehow tie the well-being of your character with how well you can create a satifying "dungeon". You might choose to create an easy dungeon which has cheap items in its hoard to encourage lots of players - or you might create a really difficult one with high stakes, but run the risk of no-one wanting to play it.
My question to folks here is does this sound like a viable game mechanic for a site like Facebook? As you get more visitors to your dungeon you "level up" in that you are allowed to add more monsters, traps, etc. to your dungeon to make it both more interesting and challenging.
The idea is to try to create a situation where folks are "self - creating" levels that everyone wants to play.
Does this sound like something that may have legs or would this just degenerate into opportunistic folks creating degenerate levels just to help each other out...
Now the point of the money and bonuses is to beef up your own character. During the play phase you visit other player's dungeons - check out the win/loss ratio, look at the "hoard" items up for grabs and decide if you want to attempt to play a given dungeon. If you die, you cannot play that dungeon again for 24hrs, however you can choose to "bail out" and leave a dungeon i the middle with no penalty. However the dungeon owner gets credit for your visit.
What I'm trying to do is somehow tie the well-being of your character with how well you can create a satifying "dungeon". You might choose to create an easy dungeon which has cheap items in its hoard to encourage lots of players - or you might create a really difficult one with high stakes, but run the risk of no-one wanting to play it.
My question to folks here is does this sound like a viable game mechanic for a site like Facebook? As you get more visitors to your dungeon you "level up" in that you are allowed to add more monsters, traps, etc. to your dungeon to make it both more interesting and challenging.
The idea is to try to create a situation where folks are "self - creating" levels that everyone wants to play.
Does this sound like something that may have legs or would this just degenerate into opportunistic folks creating degenerate levels just to help each other out...