For now, I’ll be keep expanding some of the previous ideas, if I seem them fit, taking my time to develop them further and, when I feel the need to, keep developing new, and interesting, idea for games. Today, I would like to expand the idea behind Everlasting War.
With the concept defined, I want to develop the differences between the characters, what’s in the nature and some general ideas of what’s to come for this. The main concepts of the game are already defined, what’s left is to actually start thinking about them. In this version of the idea, I already have two to four unique specialties for each type of character, based on how they interact with nature, their defenses, damages, roles in a group and how they interact with the world.
This attributes define what the characters can do, in each stage of the game: for example, the Spartan Soldier, when facing two or more enemies, or one enemy with a higher level than his own, can cause more damage, however he can’t use any kind of item with technology level 2 or more: if he manages to kill an Alien, or a Special Forces Agent, or yet a Future Soldier, he will not be able to handle their weapons or armor. But, if needed, he’s the best character to create weapons using elements found in the nature.
In the previous part of this design, I specified that there would be areas of food, water, areas with special conditions or effects, free areas and Fortresses, but I only wrote that, if you manage to hold a Fortress, for an unspecified amount of time, you win the game, and it’s here that you face your enemies.
The areas of food and water, as obvious as it may sound, are where you get your two main resources, food and water – without them, you may lose the game. The areas with special conditions or effects are the ones that players can interact with their special characteristics: a Dragon may use his skill to put an egg there, and if he’s killed he’ll be able to return to the game, with a low level character. The free areas, otherwise, have anything, decided by a dice: a creature that can be killed, or more resources to be found. During the nights, if there’s no danger in there, the players can set their tents in a free area, recuperating their health and not losing hunger, or thirst.
To finish this part of the project, I’ll talk a little about the general world. This is a world designed to the better hunt. If, for some reason, every single contestant had no need to drink water, there would be no water at all, justifying the modular board. The only thing he, The Designer, want is to let the strongest win. He designed places with weapons – some events that may happen in the free areas -, the Fortresses, to give everyone a fair chance of winning without actually needing to kill enemies.
The last thing I would like to say, about this design, and I forgot to put it in the first part, is that while during the day the actions are public, everyone knowing what the other player did, during the night the actions are a secret: during the night, there are no encounters in free areas, players can set tokens to what they want to do and, during the next day, they reveal themselves. It allows for mistrust between players: if there are only two human soldiers, and one creature, and the two humans are “allied”, one can betray the another to try to hold the Fortress alone, knowing that they are far enough of the creature to keep the Fortress for the right time.