The Intersection of History and Systems Design
Introduction
As a Game Designer with a background in history, I've always found that the most compelling games are those that feel like they have a weight of time behind them. History isn't just a collection of dates; it's a collection of interlocking systems—economic, social, and political—that drive human behavior.
Systems as Narrative
In my design process, I often look at historical social structures to inform how NPCs might interact with each other or how a player's actions might ripple through a game world.
"A well-designed game system is a narrative engine."
When we build a game like Where is Araroi?, we aren't just writing lines of dialog. We are building a system that determines how and why that dialog exists.
Examples of Historical Systems
- Trade Routes: Determining the flow of resources.
- Social Hierarchy: Defining interaction costs and permissions.
- Guild Structures: Managing skill progression and gatekeeping.
Conclusion
By looking at the past, we can build more believable and engaging futures in our game designs.