The fun of game design

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Image by Pexels from Pixabay

My new side project is a free to play multi-player mobile game about living the life of a celebrity. It’s brutally competitive and will accommodate up to 10,000 players in one game. It scales horizontally so multiple games can be run at the same time. It’s an idea I’ve had for years and now I’m on it.

The idea is that you start moving to the big city. A city where your dreams can come true by becoming famous in some field. Whether breaking into film,  or sport, on TV, a famous writer and so on.  But first as a wannabe, you have to get a job, whether its pumping gas, waiting on or one of a dozen jobs.  And try to make your way up the greasy pole to the top of the A-List.

I have devised mechanisms for this. But there’s way more depth to the game than what I’ve said. The game is basically about decision making. Every action has consequences. If you go to this party, you might make friends with someone who can open doors that will give you more public exposure and earn celebrity points.

The game server generates events that you can attend. It’s a busy life attending openings, first nights, filming of videos, commercials, going to auditions, making guest appearances, signing books, partying, going to concerts, balls, awards ceremonies, opening fayres, launching ships, or more mundane things like product launches, endorsements, appearing in TV adverts and more.

All this has to take place in a game city. So the game server has to create a city populated with buildings, with jobs. Celebrities actually do jobs. Those books don’t write themself, or films make themself. Musicians have to record songs, go on tours. But you are also interacting with other players, helping them and helping yourself.

As a game designer and programmer I have to translate all this into code. In the past I programmed postal games. These were games where orders were sent by post, processed, results printed out and then mailed back. In this case, they’re entered on mobile and uploaded to a game server. Here a program will run at regular intervals and process a day’s activities. All those parties etc. have to be processed and the consequences determined. Did you make friends, did you get any new job offers? Have you accumulated some more celebrity points and moved up in the league table? Did you escape from being a wannabe to C-lister yet?

Then after that’s all done, the results and new decisions can be fetched onto mobiles and players decide what their next decisions will be…  That’s what I’m designing and programming. Both the game server engine and the mobile clients.

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