Here at Gaslamp Games we each have our “particular enthusiasm” and as previously established, mine is the industrial logistics simulation. Let’s talk a bit more about how that works.
Most everything on the game map can have resources harvested from it in one way or another (and we really mean another). Trees, rocks, crops, animals, people, Other Things. You combine these to make other things. The natural environment of your settlement determines what resources are abundant and what resources are not. If you settle on the Black Dunes of Whispering, expect anything to do with resources tagged “timber” to be a lot more relatively expensive. But look on the bright side, I’m sure there are advantages to living on the Black Dunes of Whispering. For example, lots of whispering. And bones.
Building A Better World Through Video Game Violence
To cut right to the point, the questions I’ve been asking myself surround the role violence plays in the tone of Clockwork Empires.To start: I don’t believe that violence for its own sake is interesting or desirable because, well, it’s unpleasant. Unpleasantness, however, definitely has a use in the aesthetic and narrative experiences that games explore (- to say that games are just about “fun” misses so much of what is going on in them!)
So let’s dive in.
Things that can happen.
The Clockwork Empires frontier is not a peaceful, gentle place and it’s important that we express to players that there are terrible, terrible consequences for Knowing What Should Not Be Known, Digging Too Greedily And Too Deep, or simple things like “not planning a stable food supply” or basic colonial defense. Things happen.
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