Really cool concept, using history itself as gameplay is such a fresh idea. How do you decide which historical details become mechanics vs just background lore?
Archive - Building a Game Where History Is the Gameplay
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@[Next Big Creative]
Thank you! That was actually one of the biggest design challenges.
Early on, I realized I didn't want the lore to exist just for players to read. If a piece of history doesn't influence the player's decisions, it's probably just background worldbuilding.
So my rule became pretty simple: history becomes a mechanic when it forces the player to make a judgment.
For example, a historical article by itself is just context. But if that same article contains contradictions, missing information, or conflicting evidence that the player must investigate before deciding what future generations will remember, it becomes gameplay.
Everything else: people, places, organizations, timelines, recurring references, exists to make the world feel coherent and believable. Those details enrich the experience, but they don't interrupt it.
The goal is that by the end of the game, players won't remember reading lore, they'll remember making history.
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