Hello and welcome to our second blog post. Today, we’d like to tell you about our vision for our upcoming game, Nebuchadnezzar.
To this day, many great city builder games have appeared on the market—often bringing a different perspective to the genre. For our gameplay, we chose a more classic approach of historical isometric city builders.
The backbone of Nabuchadnezzar is the 16 mission campaigns. Each one covers an important era or event in the history of Mesopotamia (up to 6th Century BC). The campaign missions are very important to us—they motivate players to make progress in the game by rewarding them for accomplishing missions. We want to avoid situations where players can unlock, at once or gradually, all the buildings the game has to offer. Players could lose motivation to continue playing, because they might think (partly justified) that the game has nothing more to offer.
Also, the campaign is an ideal way to tell the story of ancient Mesopotamia. The beginning campaign also functions as a game tutorial. But the most important aspect of the campaign is that a well designed campaign may alter the gameplay for other missions. In Nebuchadnezzar, some missions will take place on maps with limited environments, which require new approaches to building. Some missions will be more about free building, allowing players to build the city they want. And other missions may for example require highly developed cities that test the players’ building skills. The game will also support scenarios and sandbox mods, including free monument building.
The core of the gameplay in every city builder is: the city, its population and mutual development. Approaches to these elements can vary amongst different games. In our game, players will have the maximum amount of information about what’s happening in the city, as well as why it’s happening. We don’t want players to lose time guessing how the rules work or leave them in the dark about what’s happening in the game. Instead, all the game will require using all its possibilities to build cities effectively.
Of course, taking this approach influences our gameplay as well. Something that makes Nebuchadnezzar special from our influences is that players have full control over supply walker routes. But don’t think it makes the game any easier! As we said, it’s in the hands of the players to use these tools effectively.
We know what you’re thinking... micromanagement. We know that our game might require a little more micromanagement, but we’re aware of it and we’ll do our best to minimize it. And judging from our current test sessions, it seems we’re doing well!
We always want to give players maximum posibilities. And we took this approach when designing monuments, too. In Nebuchadnezzar, monuments are not pre-designed. Instead, players are in control of everything from the structure to the final details. We believe that these dominants of player's city should be fully under his control.
In sum, we feel that our approach will be challenging: making you think strategically. As well as creatively inspiring: allowing you to build cities which will please your eyes.
We’ll tell you more about these features, as well as other, in our upcoming posts.Discuss this blog post on our forum or reddit.