What interesting drug mechanics have you come across?

Published June 17, 2021
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Hey! I am making a survival simulator and trying to find a balance between simulating real processes in the human body and their convenient game mechanics. I would like to know your opinion on such a mechanic:

In the game you will find several types of drugs. They increase the dynamics of all the main parameters of the character (i.e., having taken the drug, the player's stress level begins to decrease, the reserve of strength and the speed of all actions increase) for a short time. Some remedies allow you to ignore wounds and diseases.

The downside of drugs is drug withdrawal. It occurs with some degree of probability after the end of the drug. The likelihood of withdrawal depends on the severity of the drug and the frequency of its use (the less often you use it, the less chance of withdrawal). Withdrawal symptoms have a negative impact on the basic parameters and may be accompanied by diarrhea and vomiting. You can get rid of symptoms over time (the time depends on the severity of the effect and takes from 3 to 10 days) or take a new dose of stimulants.

The main source of synthetic stimulants is abandoned military bases and bunkers. They can often be found at merchants in settlements. Stimulants can be produced independently from herbal ingredients, but you need to have the appropriate knowledge.

What do you think about this? I would be grateful for your feedback.

0 likes 6 comments

Comments

a light breeze

I think only an idiot would take scavenged stimulants as power-ups in a survival situation, and a game shouldn't reward idiocy. There are enough things that the player legitimately needs for survival that you don't need to introduce fantasy drugs.

Of course, if the player has an actual medical need, then that's different. Maybe the player need to take psychoactive drugs to stop from hallucinating. Maybe the player can go into diabetic shock on eating if they don't have a supply of insulin.

June 17, 2021 03:14 PM
RockbeeTeam

@a light breeze Thanks for feedback, I'm tending to the second option more and plan to develop this very idea.

June 18, 2021 10:53 AM
kseh

IMO… I have never really seen what I would call an interesting drug use mechanic. Pretty consistently in games drug use amounts to some stat boost which for the most part isn't really necessary. And the prospect of having a penalty to stats later that will be annoying to deal with just further discourages their use or otherwise roll play out the addiction. If there isn't any addiction penalty then I suppose the “drug” would amount to being the same thing as a potion in a fantasy setting.

I just don't ever want to feel like I made a bad decision in a game or otherwise made the game more difficult for myself than I needed to. I can respect the need for a key kind of item to be able to get a task done and maybe say that key is like the equivalent of a strength potion that allows me to remove a rock in my path but there's a price to pay. I know that there's no other way to do it and I want to progress in the game. so I know I made the right decision and I trust that the developer will have balanced future challenges for me from then on.

If I'm facing a matter where random behind the scene dice rolls determine success over me interacting with something and a boost drug gives me a boost of say 10% then I just don't care. I'd sooner wait for my stat to rise through leveling up or just retry the task over and over until I get a favorable dice roll. I'm either facing the pain of re-rolling the attempt over and over or the pain of whatever withdrawal penalty. And I know I'd more likely face the pain of re-rolling over and over because the in game penalty later on otherwise is likely to be more annoying.

You would have to give me a reason to want to roll play the whole thing out. Like maybe the addiction and withdrawal is the main focus of the story. But when I think about a survival game, I'm not inclined to do something that would make my survival more difficult.

June 18, 2021 07:39 AM
RockbeeTeam

@kseh Thank you for such a detailed answer. I'm planning to implement this mechanic to the plot, especially there will be several randomly generated ones

June 18, 2021 10:58 AM
javichu

Mr. Translator translates well :)

The use of drugs within the mechanics of a game should not be something light (because it should only level up a little more), rather they should be used in extreme cases and of course with their respective severe punishment.

On the subject of punishments, an extreme reduction of statistics is fine, but the time factor is a huge annoyance for many, so I would propose a system where time passes faster and you can rest.

As time passes, you could lose the opportunity to complete some missions and a sharp reduction in your savings for having been resting in a survivor's shelter without having done anything productive.

The punishment would be a choice between continuing to play with low statistics or skipping the penalty time in a refugee village but wasting time in the game and part of your money.

June 18, 2021 09:59 PM
RockbeeTeam

@javichu Thanks, that's what I'm thinking about )

June 19, 2021 07:08 PM
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