Daily Design: Day 59

Daily Design is a series of game concepts devised daily through all of 2016. These are just basic concepts, designed based on three randomly generated words. Today, they are;

Fur, Social and Bandwagon.

As such, the game I’ve designed today is…

Aware Wolf

PeterKramar_ABritishGentlemanWerewolf.jpg

Aware Wolf is essentially the Sims if your character was a werewolf, to the point where it could even be a mod.

The goal is to blend in with human society and slowly build your army of canines without attracting the attention of the Hunters, a werewolf-hunting society worshiped in the town.

While it’s possible to simply bite a stranger and have them turn, it’s generally a bad idea – Hunters are immune to bites and will dispatch you easily if you’re caught. Instead, it’s better to mingle with humans and get to know them, converting them only if they’re not a Hunter.

Your werewolf minions – or “thralls” – can collect information on your behalf. Some information on everyone they know is automatically granted when they’re converted, but not everything (some memory is lost in the conversion process). As they socialise further they can also uncover more information for you, essentially snowballing and speeding up the game as you play.

Hunters can’t be killed outright, but sections of the town can be “captured”. Once you’ve converted enough people in an area it’s considered “lost”, and Hunters will steer clear. This allows you to freely roam in werewolf form, and easily capture anybody that happens to accidentally wonder in.

Turning people isn’t all fun and games, though (well ideally it is, but you get where I’m going). Your thralls need to be kept in check, as their werewolf rage can often get the better of them – in this case, there’s a good chance that Hunters will find and kill them, and eventually trace the source back to you, especially if the attack wasn’t random.

To keep them in check, you need to keep socialising. Keeping their mood up will lessen the chance they’ll go berserk, keeping your identity safe. To avoid turning the game into a giant form of plate spinning, “Lost” areas will automatically generate happiness for thralls, meaning that you only need to worry about them in areas you’re yet to capture.

That’s it! Thanks for reading. I’ll be back again with another basic game concept tomorrow.

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