Daily Design: Day 250

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

Team, Me and Fluctuation. 

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

Teme Work

stock-photo-fake-friend-backstabbing-concept-portrait-hypocrite-crafty-man-gives-handshake-to-a-guy-at-same-215649223.jpg

Just, uh, ignore all those watermarks.

Teme Work is a team-based multiplayer shooter, with the small problem that team loyalties can be manipulated by the players.

Firstly, it has standard team shooter trappings – unlockable (and customisable) weapons, cosmetic unlocks, different classes, weapon types, etc. Each team has 6 players (a total of 12 per game), and the winning team is whichever manages to capture and hold a point for a certain amount of time. Each second the point is held, that team (red or blue) accumulates a point; whichever team reaches 60 points first is the winner. Points stop being accumulated while an enemy player is on the objective.

Importantly, though, players can do a melee takedown to switch teams with enemy players. Characters die quickly in this game, so while a melee takedown isn’t especially easy, they’re far from impossible – this mechanic is key to what makes the game different. To be clear – if killed by a melee attack while you’re on the red team, the player that kills you becomes red while you become blue.

Because teams are fluctuating so much, the red and blue colours are very distinct and easy to spot immediately. It should always be clear who you should be shooting and who you shouldn’t.

As such, it’s possible to play the game straight as if it were any other shooter, but manipulating the team switching system allows crafty players to switch out at the right moment for a win. It’s a potentially frustrating system, which is why I think it would work best if matches are short.

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

 

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