How would you explain Cantr to a potential player?
Posted: Wed Aug 06, 2008 6:26 pm
This is branching from the thread on Design Principles For Cantr
inspired by Tiamo's post:
To answer the question, What kind of game is Cantr, try to imagine describing the game to someone who may join the game, but has no idea what it is.
How would you describe it?
what features make is unique and distinct from other games?
What is the essence of the game, the concept?
My first suggestion from the original thread was
inspired by Tiamo's post:
The first question we should ask ourselves is what kind of game Cantr should be. Should it be an RPG? Should it be a life-simulation game? Should it be a society building game? Should it be an economic development game? Should it be a combination of those? Or should it be 'something completely different'?
To answer the question, What kind of game is Cantr, try to imagine describing the game to someone who may join the game, but has no idea what it is.
How would you describe it?
what features make is unique and distinct from other games?
What is the essence of the game, the concept?
My first suggestion from the original thread was
A roleplaying game set in a persistent world that models real life