If the game is combat based, there has to be strong justification for it.The Wobbler wrote:I don't think the combat loop needs to be super complex to be fun, as long as there's continual growth.
Why does Raccoon fight the mob? If anything I would assume the Raccoon is a strong criminal element, maybe with a rival gang.
BUT Raccoons are not fighters, they are crafty planners, and that's where there symbolic power lies. They have dexterous hands comparable to a human and can manipulate objects deftly. I think the Raccoon can handle a gun is what I'm saying. Maybe.
When I think Raccoon, I think "thief" or "rogue" not "warrior" and that alone makes a solid foundation for varied gameplay compared to typical brawlers
I'm not quite sold on why the Raccoon is beating crap out of folks? Yes Raccoon is anti-authoritarian, but it needs a helluva lot more justification than that, imo
A lot of the excitement comes from being a lonely wandering gritty survivalist, like a raccoon.
being anti-mob makes it implicitly pro-establishment, undermining the character, motivation, drive, etc.,
especially themes of independence and not needing approval or help
as soon as the raccoon works for some citizens, the player becomes obligated to help out and save the town or whatever? sure, but you lose all the unique flavours of being a solitary hermit like creature that rebels against society by eating its trash
Its lonely on the streets and there are no friends, just stinky garbage and countless feral or wild animals