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Posted 23 June 2011 - 08:32 AM
Posted 23 June 2011 - 09:23 AM
Posted 23 June 2011 - 10:02 AM
Adventure - Explore - Improve Character
Posted 23 June 2011 - 10:29 AM
Adventure - Explore - Improve Character
Ok this is a good start, but in terms of adventure what do you actually do? Are we talking solving puzzles, dodging falling rocks, physics-based jumping, or what?
Breaking exploring down further and relating it to improving the character & vice versa: Does this imply that you need to be a certain level of improvement to explore / survive different environments? I think that could work... maybe you have to have a certain skill level to climb mountains bordering a new area, or have a certain resistance to disease to survive malaria infested swamps.
Exploration should offer rewards to enhance the ability to adventure (whatever that's defined as at the nuts & bolts level). Gear's an obvious choice, maybe even including crafting it. Crafting might relate really well to the leveling portion if there are skill requirements for accessing resources (eg., you need to be level X to mine resource Y).
Is this what you basically had in mind?
Posted 23 June 2011 - 11:33 AM
Posted 23 June 2011 - 12:23 PM
Isnt it all about your character gaining more/better tools to advance further where he can advance even more and so on?
Levels are just a overly simplified way to do that, they measure all your skills in a single number, and whatever you do increases that number.
Posted 23 June 2011 - 12:56 PM
Posted 23 June 2011 - 01:05 PM
Adventure = Story Elements/Game Mechanics that force you to learn about something
Explore = Once you have been introduced to this new something you use it some way... such as a new area. Once you know it's there you then look around it for new quests, gear, mobs, ways to kill those mobs, glitches, and just cuz it's pretty and you want to see what it all looks like so you can improve your character
Improve Character = Once you have done looking for and doing all that stuff you either use it or don't, but generally you are done with it and to access the next cycle you have to make some sort of character growth due to gating or because the next cycle is just that much harder and once you do... you go on your next adventure...
Basically this is the overarching cycle of just about every game out there... your cycle is more of what i would consider the "improve character" phase and doesn't encapsulate the full experience of games.
Posted 23 June 2011 - 01:35 PM
Posted 23 June 2011 - 01:50 PM
I separate story because while I think there are players who consistently play just for the story I don't believe that that's the central reason why people play RPGs, especially if you consider MMOs. If story was the core reason, this audience would be playing lots of different games which have great stories, not caring if they're RPGs or not. (This isn't entirely true as there are crossover players, obviously, who WILL play lots of other related genres, such as Adventure games, and skill may be a barrier to playing some games with great stories for some RPG players.)
Learning is important, but I wouldn't define it as core gameplay, rather a byproduct of it. I think also that exploration itself isn't self-justifying in a traditional RPG unless the game rewards you SPECIFICALLY for exploration in a manner that would rival combat. The same is true for questing. WHY do you quest? What gameplay does questing lead to?
It's important to understand that I'm not so much trying to encapsulate the full experience of an RPG. I'm trying to drill down to the core loop which drives it and ask what other loops would substitute, what activities they'd be made of and why they'd work.
Posted 23 June 2011 - 10:06 PM
Posted 23 June 2011 - 10:58 PM
if we're talking about a regular RPG leveling is there to facilitate story progression
and more times than not "leveling" is taken out now adays.
The enemies are made so that the Adventure facilitates the level up. The Adventure opens a new city/town/area/quests/whatever... By exploring you are often rewarded with gear, story, ability, skills, extra story, or some other special thing... So you adventure from town a to town b. when you reach town b you explore to get more gear and these two actions together lead to character improvement which then allows you to adventure from town b to c and do it again. The newer RPGs pretty much make it so you never have to do anything except adventure because the explore/character improvement parts are so small or pushed as part of the adventure
If we're talking about MMORPGs... it's mainly socially driven and has little to do with actual level progression.
Posted 23 June 2011 - 11:28 PM
In the case of a sandbox MMORPG, the economy would be a major factor, and having a sense of roles and a place within society.
In a sandbox people make their own goals, and sometimes those goals don't have or need a higher context (Minecraft comes to mind). People generally like to explore the capacity of things.
Posted 24 June 2011 - 12:48 AM
Posted 24 June 2011 - 01:20 AM
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Posted 24 June 2011 - 07:36 AM