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The Trouble with Victory Conditions

So I want to have an interesting endgame for Dark Forest. What I've settled on for my first prototype is the following:

In this game, you are looking for a super-advanced ancient civilization that is potentially hiding out somewhere in the universe. It may or may not exist. If it exists, you must find it, contact it, and forge a peace with them. If they do not exist, you must defeat all other players to become the only spacefaring civilization.


Design Goals and Victory Conditions

In moving forward with this game, I have a couple of design goals that I am keeping in mind. Somewhere in the back of my mind I remember a Ludology episode where they talk about the different things that people get out of a game. Some people connect to the game visually, some connect purely for the puzzle, some people like playing with the little pieces more like a toy. If you can provide some aspect fo your game that appeals to each type of player, then you are helping your design.

DD 2

The Dark Forest

In my mind this is an obvious truth, although I could be wrong: New games, like new ideas, don’t really exist. Everything is a modification of something else. The reason I am making this game is not because I think I can do something completely new, but instead that I want to create the game that is in my head, that I don’t think already exists exactly. But there are several games that I love that heavily inspired this one.

Designer Diary 1

Designer Diary 1

So this game has been knocking around in my head for about 3 years now. I have finally had a couple of breakthroughs, I think, that will allow a playable game to emerge. Maybe. I am still stuck on a couple of important aspects, but I thought this would be a good time to reflect back on how this all came about.

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by Dr. Radut