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While fun in concept and full of fresh possibilities, there's the inherent issue of having too much flexibility so that at some point, the "game" stops playing like an actual game.
In trying to reign in the massive herd of possibilities to something simple, fun, and playable, I have arrived at this:
A puzzle game... probably first-person view... in which you must achieve a certain goal in each level by taking a property from one item and assigning it to another.
Say, for instance, that you have to get something that's inside a locked chest. There's no key in the stage. There's no means of picking the lock. There is, however, an unlocked door. So you aim your device at the door and you're given a list of stealable parameters. The door is "green." Alright, that's not helpful. The door is "open." Hey, there you go. Steal that property and assign it to the chest and it pops open.
I can see quite a lot of gameplay coming out of this mechanic. What do you guys think?
Replies
- Interesting, by Captain Ahash
- Fixed. by Captain Ahash
- And in a more sandbox-based game, by Candall
- Ooh! And this just occurred to me, but by Candall
- Re: And in a more sandbox-based game, by Captain Ahash
- Well, balancing that sort of problem by Candall
- Re: Well, balancing that sort of problem by Captain Ahash
- Well, balancing that sort of problem by Candall


