Cleveland Mark Blakemore said:
At present I feel I have gotten the game mechanic wrong. It is too structured and I feel it could benefit enormously from being unstructured. It requires a lot of contrivances and it would be better doing away with the contrivances and making it freeform like Fallout 3. In fact, instead of what I have at present, I think what I need is a survival horror world like Fallout 3 except with zombies.
Have two game modes. Story and Survival.
You need some kind of goal. For example, you're on an island. Research went wrong, cue Zombies. You now need to get to the docks to take the last boat off the island. The game is then you running from location to location, barricading up and seeing how long you can survive. So you start inside a research lab and need to get out (cue physics puzzles ala Penumbra). Maybe you're there with some other guy and the whole "hold position and barricade" thing is because at each location he needs to do something. Like he needs an hour to rig up a generator to power the door mechanism so it will open (facility auto-sealed itself). Your job is to barricade that location and hold off the zombies while he does that (otherwise you'd just run).
Once done, the door opens and you decide when to run for it. Next location is the store house to stock up on supplies. Hold off zombies while he stocks up (or maybe command him to hold off the zombies while you stock up). Then make your way to the communications satellite where he needs a day to re-adjust that to send for help. Cue barricading and holding zombies off again. Then you need to fight your way to the docks. Once there, the boat won't arrive for X days after you sent the signal, so now you just need to hold off.
Alternatively, maybe the zombies only come out at night so each day you can only travel so far (maybe via a World Map like the original Fallout's). You of course arrive at your destination at night, then have to barricade and hold the zombies off before being able to travel again to the next location and repeat.
Otherwise, it might be as simple as "Help is on its way, you need to survive X days on the island [choose how many days based on difficulty] before the chopper arrives". Then you have a reason to stay in one location and hold zombies off, while also having reason to change locations to get weapons and supplies (maybe as the zombies attack, they also damage the barricades beyond repair so each location will only last so long depending on how good you are).
That's story mode.
Survival mode is just "Help is not coming. How long can you stay alive?".
Cleveland Mark Blakemore said:
The barricading is good. It gets old when you have to do it in the same building again and again each night. I am wondering, what if the game were freeform and you found yourself in situations where you had to build barricades but it was not a fixed mechanic at a central location? For example, what if every night the zombies attack in giant generated waves but they attack you wherever you are and you must survive, wherever you are? If you want to barricade, you can. If you want to run, you can. You might be able to hide or climb but each night the zombies go into a frenzy and you have to survive it. During the day they are much reduced and less of a problem.
Give people a reason to change locations by spreading out weapons, ammunition and supplies. IE: If I'm trying to get off the island, then I'll head straight to the docks but the armoury has all the good weapons which I'll need to hold off the zombies easily, so I should make my way their first. Give people a choice.
Maybe have a simple food mechanic to force people to travel to locations where lots of zombies are in order to stock up on supplies to last the night (not eating once a day results in slower movement and eventually death).
The way I see it, you want to have various locations just so spice it up a little (barricading the same house will get boring fast unless you only intend this to be a simple game). So having various locations allows for some diversity and fun. That gives you a reason to move but you then need a reason to stay at those locations and barricade them.
Whatever you do, you need some reason or purpose to be either moving or staying where you are.