Members - Reputation: 1435
Posted 28 July 2012 - 10:07 AM
Basically it would be a mix between old-school Bioware rpgs (Baldur's gate, Icewind dale) and hack & slash games such as Diablo. The game will be based on complete randomisation (terrain, dungeons, towns, monsters, NPCs, quests, loot and even spells and abilities) offering a party of players (4-6) a unique experience in every play. I was highly dissapointed by Diablo III's promise of an endless dungeon crawling experience and I want the game to encompass the tactical approach of Biaware Rpgs (traps, weaknesses to elements, buffs etc...) while keeping the dynamic action of a hack n slash game (real time play, click to hit, use of the environment, importance of movement). Dungeons will not be based on killing monsters only but also on solving randomised puzzles which will be specific to the visited areas and unlock for instance other parts of the dungeon. Players will need to be smart to succeed and the difficulty of both puzzles and monsters will vary within a predefined range according to each player's level.
As mentioned, I expect spells and abilities to be randomised as well in order to achieve complete character customisation. Whether or not a player will be able to use a spell will depend on his experience in the concerned field (for instance summoning or necromancy) which will also affect his ability to correctly identify the spell. This will also work with items, which can be equipped even if not correctly identified but whose exact effects will be unknown until proper identification (which can in turn be detrimental to the player if for example he equips an elemental weapon and fights monsters of the same element). Players can visit temples/schools which can have their items/spells identified for them and where they can buy new ones. I expect the drop rate of loot (including gold) to be very low but every drop to be a significant. I believe there is no use in having 20 drops per fight where each one will be sold for a very small amount. In that way, weight will be placed on every loot, especially for dungeon chests and boss drops.
Although I have not really though about how the world can be designed nor its setting I believe it's best that a party (max 4-6) can only play in one world in order to focus on its story alone without interfering with other parties. Communication will be essential and the game will have a build in voice system as well as an easy to use party finder. The purpose of the game will be to pursue the story of your party in a world where each play will offer truly new adventures and opportunities and a limitless evolution of your character.
I am aware of the huge difficulty in designing such a game but I believe it goes in line with the recent demand for sandbox-type and randomised games. Although I have not really thought about graphics, I have a 2D isometric type of game in mind with simple yet fluid graphics that will allow for dynamic fights and an easy randomisation of the environment. I have a lot of other ideas on the customisation of the characters (class, attributes...) as well as an advanced crafting system that will use a huge amount of in game resources to craft items, spells etc...
Well that's about it, I've had the desire to play a truly randomised rpg a experience for a long time, so let me know what you guys think about this idea.
Crossbones+ - Reputation: 1232
Posted 07 August 2012 - 05:50 AM
Thinking back to the opening of Faust
If you're going to include difficulty levels I would advise severable difficulties for puzzles and combat. Allow the player to tailor their desired experience.
I am against the user tailored experience. If people want a sword fight game, they shouldn't play zelda, even without the puzzles.
The hardest goal to reach is this one
Yes, this is awesome, but how do you want to do it? Up to this day, no one has found an "MakeAwesomeRandomStory()" algorithm that I know of.
The purpose of the game will be to pursue the story of your party in a world where each play will offer truly new adventures and opportunities and a limitless evolution of your character.
Randomisation is a frequent tool to add replayability, but only by randomizing the events that might occur.
Also the limitless itself is a sword with two edges: If it is limitless, you don't have a goal, whatever you do you will never be finished. This can be demotivating, because you take away the purpose.
New Opportunities is shady too, how do you want to give the player always new opportunities?
Setting fire to these damn cows one entry at a time!
Members - Reputation: 174
Posted 07 August 2012 - 08:05 AM
Crossbones+ - Reputation: 2869
Posted 09 August 2012 - 02:39 AM
Characters could be persistent, but dungeon runs need to be rather short and tight like a FPS level.
Short games mean that the world can be "limitless" only in the very narrow sense of allowing half an hour of aberrant play: running away from the dungeon; remaining in a maze of twisty little passages, all alike, until a player has to quit; hacking corpses to bits; and so on. Most of these possibilities add only an opportunity for unpleasant frustration to the game, without representing interesting ways to make mistakes and solve challenges
Members - Reputation: 174
Posted 09 August 2012 - 07:05 AM