2013/01/16

January 16, 2013

Designing Content

Often I'm brainstorming about the high level content of Flare -- especially the basic story that will tie the game together. I recognize that Flare isn't going to be heavily story driven. It's an Action RPG after all, without even the conveniences of e.g. dialog choices. Spinning a valid story first then plugging in dungeon romp gameplay isn't as easy as I first thought.

I'm starting to think about the content in a different way. We've created a lot of core assets and features to make a game, and it would be really great if we could give all of those assets and features a time to shine. This feels like a bottom-up approach to content design -- look at the small pieces available and think of ways to combine and showcase them. This way of thinking is probably common for puzzle games where it's good to exhaust the unique ways each element can be used. But can this approach be used to make an Action RPG?