Huh thanks a lot! I did miss this. It is really funny, but this almost looks exactly like the type of chart my student advisor had me work on when working on large projects and tasks!
The only difference is that I would have started from the player and branched off from there. One of the questions I would have asked Garry would have been something like...
Q - "Alright a new player to Rust spawns in for the first time. What is the first thing you want new players to be thinking about? Not what they can think about, but what you want them to?
Answer - I need to protect myself. What do need to protect myself?
Question - "Ok, they need to protect themselves. From what? What are the three things endanger the player?"
Answer - "Other Players, Unfriendly NPCs, and the Environment."
Question - "Alright, what could the player do protect themselves from these? Name at least three."
Answer (this is where the chart comes in). "I can give you five. I need to find other players to help me. I need a shelter/base. I need weapon to protect myself. I need to gather food/water so I will not starve. I need clothing to prevent myself from getting cold."
So yeah, I am basically going do the Who, What, When, Where, How, and Why when it comes to the development of this game :-/
The only thing I do not like is how there is not that much in the "Better Coop Play."
-What are the benefits to working with another player? (I know that is sort of rhetorical, but bear with me.)
-What do you want the new player to think when he/she encounters another random player? Do you want the new player to be scared? Do you want the player to be assured the player is friendly? If so, what can the player do or see that indicates tell if the other player is friendly or hostile?
-As for the random player that sees the new player, what do you want him/her to think? Should he/she be scared or friendly when they see a new player? What would reassure her/him?
Do you see what I am going for?
Don't get me wrong, thanks for showing me the chart. It helps alot and answers most of my questions, though I still have some XD
I understand what you are saying... but at the same time... I don't think Garry wants things to be that linear... emergent game-play is the heartbeat of Rust.