While our art style will definitely lead to the back story of the game.
Back story nor art will ever lead to game play decisions. The other way around may take place. But if you're ever deciding gameplay from your backstory you're doing it wrong. Take this from somebody who has been making/designing/programmer arting games for quite a long time.
WTF is cyberpunk gameplay dude? Oh, what you've played on Dystopia? Dystopia is pretty much Team Fortress with a hacking mini-game.
We want a sick art style that makes people say, oh wow I wanna play that. We want gameplay that keeps the players playing .
The way I see it. we've got a good bunch of general gameplay styles we can choose, (if we don't decide to make something new up, risky ).
- Solid team deathmatch (Think counter strike). We would really base this all about team gameplay.
- General Shooter (deathmatch, team deathmatch, CTF). Think Quake 3, we mix it up, give the player lots of different ways of playing. But less work is done on each mode.
- Objective based gameplay. (Team-Fortress (you could also say CS)). All about working as a team to accomplish something that's above the whole team.
These are very safe ways of playing it and pretty much all of the choice there is, every multiplayer shooter can be broken down to this gameplay. In all three options we could have classes (or not). One thing I'm aiming for no matter what we try and do, is some form of zombie attack mode, I fucking love Left4Dead.