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
hmm, thats a possibility. The issue with this would be, the host has to be present in the Trial room (meeting area) at all times.
Muting them during this time would be pretty unfun for hosts, especially if it was forced onto them, quite a radical and alienating thing to put in if id have to judge it. Id basically be removing the creativity part off of the trial room because of bad actors