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I recently came across the game Dopewars(or more generically, Drugwars). Now this is an extremely simple game to implement. A trivial basic implementation could be done in a couple of days, at the most. And it's extremely extendable.

Now, my question is what other games are out there that follow this same kind of "difficulty level" for implementation? A game that is actually entertaining, yet trivial to implement, and can easily be extended?

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put on hold as too broad by gnat, durron597, MichaelT, GlenH7, Snowman Apr 17 at 0:02

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Should this be on gamedev.SE? –  Peter Taylor Feb 6 '11 at 7:19
    
@Peter hmm. I forgot that SE existed –  Earlz Feb 6 '11 at 8:35

2 Answers 2

up vote 4 down vote accepted

Not sure if this is really the right location, but I'll bite. If you look at the popular facebook games (Mobwars/Mafiawars) and the like, they all follow a basic formula.

  • Action Points: You have a certain number of action points that regenerate over time
  • Tasks: You use action points to complete tasks
  • Resources: The tasks you complete give you resources (like money)
  • Accessories: You use resources from tasks to buy accessories that make it possible to complete more rewarding tasks
  • Experience: In addition to resources, tasks reward you with experience...as you get experience you gain levels which usually give you more action points

That's the basic template for those games. It's easy to extend on them and create custom themes. Once you've got the basic framework in place, it's also simple to add more features as people continue playing, allowing higher level content.

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There was a Dungeons and Dragons game I remember playing in the 80's that was MS-DOS based. You had hit points and moved across a text based NxN board/maze. You picked up weapons, magical devices, and other things along the way.

It seemed like it would be easy to implement; the board just refreshed after every move. There wasn't much to it as it was just ASCII text in the DOS console.

Come to think of it, we implemented something very similar in my first Introduction to Computer Science I class at my University. It was a simple 12x12 board with a dragon and a princess. Our goal was to find the princess. If you ran into the dragon, the game was over. You couldn't extend beyond the borders of the 13x13 grid.

The purpose of the exercise was to use object-oriented concepts to represent the board, the hero, the dragon, and the princess, as well as demonstrate how to represent the board boundaries.

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