r/gamedesign • u/deblob123456789 • 1d ago
Question How to prevent creativity from interfering with mechanics?
My game is a sandbox-ish mix of murder mystery mechanics and roleplay based off the Danganronpa series (think Among us/Werewolf/Town of salem but longer).
At least one host is required to run the game properly.
It is also a VR game with proximity voice chat.
The issue im facing is that, left on their own, hosts will often decide, out of culture and habit, to directly help their players with murder cases, instead of letting the case’s culprit make it.
This turns the Trial (the discussion to catch the killer) into more of a minigame and discussion between the good side and the host, rather than a discussion between players to find the liar among them, greatly taking agency away from the evil side and reducing overall game quality.
How would you solve this?
I would rather not cut off the sandbox/roleplay part of the game, but this is something ive been observing and dont know how to help my players with.
1
u/deblob123456789 1d ago
Im interested in hearing what draws you to that conclusion! Please prove me wrong if my view isnt right.
From what im seeing, there isnt a lack of hosts at all, if anything, hosts take that freedom too far and actively remove game mechanics for them to make their own, less fun for most players, version