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.