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Gameplay: The future of sansar

Okay so Hello. 

okay id like to discuss a few "Idea's" and "theories" regarding gameplay elements in Sansar.

Okay so i will start off with some theories and observations... 

So we recently had the steam release.. which went relatively okay, it enticed a lot of new creators to the community, and boost the daily users on average.. Upon steam release A Bunch of people came in...

But there was a problem! The 'Players' didn't seem to stick around! they wondered around, looked at a few things.. and then they soon realized there was no reason to stick around... and that's because as a player there was nothing that hooked them, Nothing for them to play or do other than walk around and socialize...

Sansar is an amazing tool for creators, the engine is powerful and things just look amazing.. but eye candy can only last so long.. without a function behind the graphics, it hasn't got much purpose.. 

Sansar needs a purpose, it needs a hook, and where that can be found is within 1 major feature that sansar is just lacking all together...

And that is 'gameplay'Gameplay And Retention. 

Now you might argue and say 'well actually no kandy we do have some gameplay elements' and you might through a  few experiences my way that may have some little games in them which are amazing but there is still a flaw in the system.. i am aware of what we have here so far, and as to what i've seen.. the gameplay elements are rather limiting...

a successful game has A lot of elements to it.. sure some games can be simple and addictive but games are also a broad category of different functions, and they all start from different foundations..

Let me give you an example...

Okay so think of a first person shooter game.. think of the base structure of that.. its first person, you move around, lean around corners, aim a gun, change weapons, shoot people, ect... then compare that to a racing game where you drive around and race other players...

two very different play styles yeah? but ultimately they share the same goal.. which is to win. Or to be competitive... and in some cases work together as a team...

and sansar? doesn't really have any of that.. Not yet at least.

I've got some ideas on how sansar may be able to overcome these obstacles and compete with other games... 

we as creators need them base foundations that games are made from for our own experiences, Meaning for us to create effective gameplay elements to hook the average player, we need to be able to dive deep into what makes a game, And one of those big key elements is a 'Character Controller' Meaning the way a character plays, how it interacts with things, and what it can and cant do.

At the moment we are limited to walking, running and teleportation.. we can pick up an item, and unless you have vr then you cant do much other then look at the item or throw it around. 

So for game play to work we need to be able to give items we pick up a function, That gives us something new to do something different other then looking at it...

we need to be able to design a game inside of sansar that can diverse in functionality. Like driving cars, Shooting guns, swords, magic, Quests, Huds/UI... and a lot more.

to achieve this we need freedom to edit the character controllers in our experience, and create new functions for our experiences, Add new animations, Interactions with items, and other players... We need a solid foundation to enable the freedom to create almost any game you can think of it, and for it to work seamlessly between vr users and desktop users.. and tailor make the play styles ourselves..

we need our worlds to have function, to have purpose.. to entrance and tell stories.. and to give them replay value... we need gameplay to hook new players into sansar and help for them to see a future in sansar.

 

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