I've been throwing around a few ideas for a squad-tactics-with-RPG-elements-with-strategy-elements type game (think Xcom, but ideally with more high level strategic options / goals than Kill The Bad Guys). As ever, I'm in the ideas-that-will-almost-certainly-never-see-the-light-of-day stage.
On gameplay I think I'm mostly alright - at least heading in the right direction -, but I'd like some input on what setting/graphics people tend to love/like/tolerate/hate. Personally I can enjoy messing around with the most abstract units engaged in the weirdest of battles in worlds conceived by a psychedelic geometrician - so long as the gameplay is good. This makes me a shitty judge of what is/isn't a reasonable setting tradeoff for most people.
Bear in mind in the following that I'd ideally like something similar to an Xcomy feel - in terms of tension / suspense / atmosphere etc. I'm not aiming for light-hearted / silly / trivial / humourous or similar. It'd be important that you give a damn about your squad / the world. There'd be high-level gameplay significance to combat outcomes, of course - but you'd have to care relatively seriously about the results. There's only any point in offering more high level options than Kill The Bad Guys, if you'd give a damn which way things turn out.
For example, most squad-based-tactics games use human(oid) soldiers as units - which has a natural feel to it that many find accessible / appealing, and fits in a wide variety of settings. However, similar gameplay could be used with almost any unit type - e.g. human soldiers, aliens, orcs, robots, spirits, goats, rocks, energy.... Which of these are too daft/uninspiring... for your liking? (Assume that the same level of tactical options, inter-unit diversity, unit customization/development etc. applies throughout: the gameplay will be interesting - I just need feedback on the potential paint-jobs).
Reasons would be nice, but "I don't play squad tactics games that don't use human units." is still useful information (if depressing).
Now assume for the moment that the units in combat are connected/controlled by a human squad, but the human squad isn't physically there (e.g. mage combat in Pratchett's Sourcery, or perhaps combat in The Matrix...). The remote human units would still be killable, but you wouldn't get the joy/pain of seeing their lifeless corpses fall to the floor in a pool of blood. You'd get the satisfaction of outmanoeuvring an enemy, taking him down, and knowing that the guy controlling the unit died a painful death - you just wouldn't see (/hear?) the death happen.
Offputting? Are bullets and blood a must-have? Is a horrible gurgling scream required? Is it enough without the bullets/blood? (naturally, there would be very good reasons why the humans weren't out there in the thick of it - i.e. certain death at the hands of extremely powerful forces. It'd be coherent - but odd).
Ok, now that your "squad" is possibly an abstract bunch of swirling goo, how much is it reasonable to fuck with the landscape? (I'm thinking of an isometric-like kind of view, though probably with some perspective - definitely 3d ). Do you give a damn about the way the environment looks? Do you like it atmospheric? Realistic? Is a sci-fi feel offputting? Is a totally alien and fucked-up-beyond-all-recognition feel offputting? Is clutter good? Is a sparse/minimalistic environment acceptable (where it makes sense)?
Just to be clear, this stuff isn't really important to me. I'm much more focused on the gameplay. However, this attitude leads me to making sweeping/weird changes to the setting/graphics with hardly a second thought. It'd be useful to get an idea of how much people care about these things - particularly in a context where players are required to have an interest in the way things turn out, in order to give meaning/importance to any high level options.
On gameplay I think I'm mostly alright - at least heading in the right direction -, but I'd like some input on what setting/graphics people tend to love/like/tolerate/hate. Personally I can enjoy messing around with the most abstract units engaged in the weirdest of battles in worlds conceived by a psychedelic geometrician - so long as the gameplay is good. This makes me a shitty judge of what is/isn't a reasonable setting tradeoff for most people.
Bear in mind in the following that I'd ideally like something similar to an Xcomy feel - in terms of tension / suspense / atmosphere etc. I'm not aiming for light-hearted / silly / trivial / humourous or similar. It'd be important that you give a damn about your squad / the world. There'd be high-level gameplay significance to combat outcomes, of course - but you'd have to care relatively seriously about the results. There's only any point in offering more high level options than Kill The Bad Guys, if you'd give a damn which way things turn out.
For example, most squad-based-tactics games use human(oid) soldiers as units - which has a natural feel to it that many find accessible / appealing, and fits in a wide variety of settings. However, similar gameplay could be used with almost any unit type - e.g. human soldiers, aliens, orcs, robots, spirits, goats, rocks, energy.... Which of these are too daft/uninspiring... for your liking? (Assume that the same level of tactical options, inter-unit diversity, unit customization/development etc. applies throughout: the gameplay will be interesting - I just need feedback on the potential paint-jobs).
Reasons would be nice, but "I don't play squad tactics games that don't use human units." is still useful information (if depressing).
Now assume for the moment that the units in combat are connected/controlled by a human squad, but the human squad isn't physically there (e.g. mage combat in Pratchett's Sourcery, or perhaps combat in The Matrix...). The remote human units would still be killable, but you wouldn't get the joy/pain of seeing their lifeless corpses fall to the floor in a pool of blood. You'd get the satisfaction of outmanoeuvring an enemy, taking him down, and knowing that the guy controlling the unit died a painful death - you just wouldn't see (/hear?) the death happen.
Offputting? Are bullets and blood a must-have? Is a horrible gurgling scream required? Is it enough without the bullets/blood? (naturally, there would be very good reasons why the humans weren't out there in the thick of it - i.e. certain death at the hands of extremely powerful forces. It'd be coherent - but odd).
Ok, now that your "squad" is possibly an abstract bunch of swirling goo, how much is it reasonable to fuck with the landscape? (I'm thinking of an isometric-like kind of view, though probably with some perspective - definitely 3d ). Do you give a damn about the way the environment looks? Do you like it atmospheric? Realistic? Is a sci-fi feel offputting? Is a totally alien and fucked-up-beyond-all-recognition feel offputting? Is clutter good? Is a sparse/minimalistic environment acceptable (where it makes sense)?
Just to be clear, this stuff isn't really important to me. I'm much more focused on the gameplay. However, this attitude leads me to making sweeping/weird changes to the setting/graphics with hardly a second thought. It'd be useful to get an idea of how much people care about these things - particularly in a context where players are required to have an interest in the way things turn out, in order to give meaning/importance to any high level options.