I'm still working out the exact mechanics, but this is a concept for an ideal game that's been taking form in my head. Basically, I want to design a game where doing good in the
real world positively effects the game world. The setting is a fantasy world loosely connected to the real world, like Narnia or Fantasia from The Neverending Story. Suffering in our world spawns monsters in the game world. By doing good acts, like donating to or volunteering for charities (I'll have to work out exactly how this is quantified later...it might just be by self-reporting of the player. People can lie if they really want to), you unlock skills and equipment which you can use to fight those monsters. Now, you don't have to do that sort of stuff like the game, but some of the game's challenges can be quite difficult to do without those boosts. And if you fail those challenges, it can lead to negative events in the world's story, and even permanent deaths of characters in the world. But if you are able to succeed at those challenges, you can slowly change the game world from a harsh and deadly place to a more beautiful, happy world.
I want to capture the coziness of games like Animal Crossing or slice-of-life visual novels, but having it be more than pure escapism. The player can sit back and enjoy the world they've created, and not just think "I created this...through grinding or skill-free choice making," but "I created this through real work with a positive impact."
Does this idea sound crazy, or interesting?
Some other more nitty-gritty mechanical thoughts I have about the game:
- The player can only play the game about 1 hour each day. The player gets X Quest points, which let the player fight battles and other mechanical events, and Y Rest points, which let the player watch story scenes in a visual novel format (this is the cozy part). It resets every day at around dawn. It's not like Animal Crossing, though, where you have to play each day...time is just frozen in the game world when you're not playing it.
- The battle system I'm planning is a hybrid between JRPGs and CCGs, where you build a "deck" of actions for each character. One of the main reasons for this include giving character advancement more granularity (it's easier to give a single card than a skill which the character has permanent access to). Also, I think it might be important to make the combat system more based on consumable/breakable items than traditional "leveling up" tied to characters. The real world good needs to give you items, which are eventually used up, instead of character leveling which sticks around permanently, and would eventually make the battles trivially easy.
Also, I'm sorry if it seems like I'm sticking it to Animal Crossing in this description. I've never actually played it, and I'm mostly just reacting to my conception of the game.