Game Design Article, Hindavi Swarajya – The Rise of a Leader

 













Game Design Article

Hindavi Swarajya – The Rise of a Leader

Based on the life of Shivaji Maharaj

This article explains a simplified game design concept for developers who want to create an educational strategy game for Android, PC, console (including PS2-style systems), or web platforms.

The purpose of the game is to teach leadership, military strategy, and governance through interactive gameplay instead of traditional reading or memorization. The idea is to let players experience history by making decisions, facing consequences, and gradually building a kingdom.


Clear Objective: What Is the Game Trying to Achieve?

The main goal of this game is to help players deeply understand leadership skills, military thinking, administration systems, and the concept of Swarajya (self-rule).

Many students find history boring because it focuses only on dates and events. They often memorize information without understanding strategy or connecting emotionally with historical figures. This game aims to solve that problem by turning learning into an interactive experience.

Success can be measured through level completion rates, quiz accuracy, performance in decision-based simulations, replay value, time spent in the game, and knowledge retention after several days or weeks.

The key objective is active learning through gameplay, not passive reading.


Target Audience: Who Is This Game For?

The game can be designed for two main groups.

School Students (Age 12–16)

This group enjoys story-based gameplay, competition, rewards, and role-playing as heroes. For them, the game should have a simple user interface, guided missions, clear objectives, and quick rewards.

College Students and Competitive Exam Aspirants

This group prefers deeper strategy, realistic decision-making, political simulations, and recognition. For them, the game can include complex simulations, resource management systems, multiple consequences for each decision, and a detailed leadership scoring system.


Skill Modes

To serve both audiences, the game can include two modes.

Beginner Mode should offer story-based progression, multiple-choice decisions, hints, and simplified strategy.

Advanced Mode should include battle planning systems, limited resources, political consequences, and multi-layer decision trees.

The complexity should increase gradually, depending on the player’s skill level.


Desired Player Behavior

The game should encourage players to complete historical chapters, analyze battle situations, make governance decisions, compare different strategic outcomes, and reflect on leadership qualities.

Rewards should be given for consistency, smart decision-making, analytical thinking, and long-term engagement. Random clicking or guessing should not be rewarded.


Core Game Concept: Build the Maratha Empire

The central idea of the game is simple: the player starts small and gradually builds an empire.

Points System

Players earn “Swarajya Points” by completing missions, winning battle simulations, answering quizzes correctly, and making intelligent governance decisions. These points unlock levels, upgrades, and new abilities.


Level Structure

Each level represents an important phase in Shivaji’s life:

  1. Childhood at Shivneri Fort

  2. Capture of the First Fort

  3. Defeat of Afzal Khan

  4. Escape from Agra

  5. Coronation at Raigad Fort

  6. Naval Expansion

  7. Administrative Reforms

Levels unlock only after the player demonstrates mastery. This ensures progression feels earned and meaningful.


Badge System

Badges represent mastery in different areas. For example:

  • Guerrilla Strategist for mastering battle tactics

  • Ashta Pradhan Advisor for governance excellence

  • Naval Commander for coastal defense strategy

  • Chhatrapati for completing the entire journey

Badges should feel prestigious and difficult to obtain.


Challenges and Decision Engine

The game should include scenario-based missions. For example:

“You are Shivaji. Bijapur has sent Afzal Khan. What do you do?”

The player may choose direct confrontation, a strategic trap, or negotiation. The game then simulates consequences such as territory gain or loss, changes in army morale, and shifts in public trust.

This system should feel like a light strategy RPG where every decision matters.


Leaderboards and Streak System

Optional multiplayer features may include class-based rankings, regional rankings, and a “Swarajya Champions” board.

A daily challenge such as “Fort Defense” can encourage regular engagement. A 7-day streak may give bonus experience points, while a 30-day streak may unlock a rare badge.

These systems help build habit and consistency.


Motivation Strategy

The most important motivation should be intrinsic.

Players should feel like real leaders building a kingdom step by step. Role-playing as Shivaji, making meaningful decisions, and seeing the empire grow should create emotional engagement. Players should feel proud of their leadership journey.

Extrinsic rewards such as certificates, digital badges, recognition, or even physical rewards (in school programs) can be used carefully. However, the game should not rely only on prizes. Mastery and identity as a leader must be the core focus.


Progress and Feedback System

The game should include a visual dashboard that clearly shows progress. This may include:

  • A map filling up with conquered forts

  • A progress bar toward coronation

  • A governance score

  • A military strength meter

  • A public trust meter

Feedback must be immediate. If a player makes a wrong decision, they might lose territory, morale, or economic strength. If they make a smart decision, morale and public trust increase.

Players should clearly see the results of their actions.


Difficulty Balance

The game should gradually increase in complexity.

Beginner mode should offer guided storytelling, hints, and clear feedback.

Advanced mode should include resource management, time pressure, political instability, and multi-step planning.

Difficulty should increase smoothly without sudden spikes.


Reward Structure

Rewards should be layered.

Short-term rewards can include experience points, small badges, and visual unlock animations.

Medium-term rewards can include rank promotions such as Sardar to Senapati to Chhatrapati, along with access to new strategic tools.

Long-term rewards may include a certification such as “Architect of Swarajya,” a leadership performance report, or public recognition.

High-value rewards should not be given for simple quiz answers.


Social Interaction

The game can include a collaborative Team Mode called “Maratha Council Mode.” Each player takes on a ministerial role such as Finance, Military, Foreign Affairs, or Justice. They must work together to maintain economic stability, military strength, and public trust.

Competitive mode can include strategy tournaments, governance simulations, and debate challenges to increase replay value.


Final Development Insight

This project should not become a simple quiz app, a history slideshow, or a basic point-and-click game.

Instead, it should function as a light strategy RPG, a leadership simulator, and a kingdom-building educational experience.

If designed correctly, it can work effectively as an Android strategy game, a PC educational simulator, a web-based learning platform, or even a simplified offline console-style game similar to PS2-era strategy titles.

The key is to combine education with meaningful gameplay, ensuring that players learn leadership and strategy by experiencing it.


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