Design Standards ‐ Core Pillars - BeeStation/BeeStation-Hornet GitHub Wiki
Design Pillars
The design pillars are the fundamental components of Beestation’s design. It is important that the design pillars are followed so that we develop a game with a consistent vision. Design pillars may be used to argue for/against certain features, and help to guide your design decision. All other parts of the design stem from these core pillars.
Contribute to the round’s story
- Players should matter, and their existence should be important.
- Mechanics should encourage players to contribute towards the round.
- Mechanics should not overshadow the existence of a department or role.
Play your character
- Emphasis on character skill over player skill.
- Encourage players to act in the way that their character should.
No stale rounds
- All mechanics should encourage players to act in an interesting way, avoid allowing players to make their rounds boring.
- There should never be an entirely peaceful round.
- Mechanics should encourage players to travel between departments and interact with other players.
- Mechanics should encourage unique and eventful rounds, a core mechanic should not be able to be 100% perfected.
- Prefer mechanics which involve other players to drive their game state.
- Emphasis on well-communicated random chance.
- Keep gameplay interesting and fun throughout the round.
Success & failure
- Both failure and successes make for an interesting round.
- Don’t limit a player’s ability to do something by completely blocking them, instead give them the chance for serious and substantial consequences should they be unskilled.
- Instead of defining deterministic success/fail failure states, use probabilistic failure modes where higher rewards incur greater chance of risk.
Drive the economy
- Transaction is the medium of interactions and drama.
- Every department has expenses and profits, they need to have transactions with the other departments to function.
- Every player needs money to perform their job duties.
- The lack of a currency drives conflict between players and departments.
- Nothing is completely free, machines requires a resource to be maintained.