Okay. Durability in gaming, yes, it’s been there for a long time. We can do better. Moon Studio could change durability as we know it, I know they can! Let’s start from the beginning.
- Durability for the sake of durability is not good game design. We should ask the question; How do I make a durability system that players WANT to take advantage of and help improve there game play and player growth?
Now I’m not a game developer, but I have been playing games like, forever. I’ve only ever seen durability done right 1 single time in my life, and I can’t even remember the game, but I remember the durability system, and how awesome it was, I’m not saying ‘Steal this System!’ but I’ll explain how a ‘Fun’ durability system might look in my eyes.
We open on a player who now has low durability, using his Runes and getting hit a lot has lowered his total durability, Instead of using the Repair Rune, or Blacksmith to repair his equipment, we see a smile creep across there face as he thinks about the repair bench in his house he can use to try to upgrade his gear while at the same time repairing it. Ofc, there would be limits, some invisible hard caps on how he can improve this item or items. So, for the sake of this scenario, Let’s say the player has a level 2 repair bench, and at level two, they have a slight chance to slightly improve the item’s non enchantment qualities, for example the lower the durability, the higher chance he might lower the item’s weight, or stamina cost, damage, focus gain on hit, ect. I would say there would be an invisible cap to this, say, each item could only be ‘enhanced’ by a system like this randomly a set number of times, generated when the item is spawned, as a hidden stat. So now, there happy there durability is low, excited for the chance to get a critical success repairing there item! Now we move to a tier 3 repair bench, let’s say this one is an Enchanted repair bench, now you may re-roll an enchantment value on a successful repair attempt. This ofc is an example, I don’t think the game needs to add this to a repair mechanic, but as you can see, you can start to run with the idea of having repairing being a really engaging game play mechanic the player looks forward to using. This follows the ‘All Roads Lead to Rome’ approach of game play design, where the player can gain power even when they are being punished by other mechanics, so for a change like this, you would need to let the player’s durability drop from more things, getting hit, using Runes, attacking with power attacks, ect. Just because repair has only ever been done right in a hand full of games, doesn’t mean that No Rest for the Wicked Can’t be in that handful. Moon studio is fantastic at game play design, I think if you really thought about it for a day or so, you guys could easily break new ground in a durability system!
Thank you for your time! Love the game!