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Member Since 19 Jul 2008
Offline Last Active Mar 16 2012 08:24 AM

Posts I've Made

In Topic: Sci-Fi/Sci-Fantasy Herbalism/Alchemy/Gathering ideas

21 February 2012 - 06:20 AM

DNA Cataloging. Collecting DNA samples for analysis in medical applications and for tracking mutations and disease. You don't end up with as tangible a resource as crystal collecting but it might be a good vehicle for initiating short and long term quests.

To expand on this idea, DNA samples could be used for genetic engineering. Think of it as a similar paradigm to herbalism/alchemy. You collect various gene sequences, and then you can experimentally combine them to engineer new things. Perhaps they could be used to create biological nanobots, anti-virals, personal enhancements, etc.

In Topic: Adding Social Components to Single Player experience

13 February 2012 - 09:58 AM

What about (optional) quests that require you and your friends to both complete objectives? You start the quest and send a notification to your friends. Once enough people have completed the task(s), you all get some rewards.

In Topic: RPG: Equipment 'puzzle' ideas

26 January 2012 - 09:30 AM

Thanks guys, checking out Darkfall Online and ATITD!

In Topic: IGNORE the expectation to perpetually add content!

25 January 2012 - 09:37 AM

I think that the whole paradigm of 'perpetually adding content' is a tool that can be used for good or bad. There are some real benefits for the developer and the player.
  • It prevents some wasted time/content/money. If you go content-light with your release and allow for extra content post-release, you can find out if people really like the game before dedicating a lot of resources for extra content. This can also help the player, as they can invest in only the 'core' game and not waste money on the added content if they don't like it.
  • Some genres lend themselves well to episodic content and can bring renewed joy similar to reading a trilogy of books or watching a series of TV shows. This might apply to anything that is story-driven and less reliant on gameplay mechanics.
  • In the reality of software development, you often have to scrap many ideas/features that you want in your game in order to release "Version 1.0". These features may actually improve gameplay and would be valuable to players.
While there can definitely be cases of added content having little value to the player, or degrading the gameplay, it seems pretty idealist to expect that every game completely nail the content and gameplay 100% within a single release.

In Topic: RPG: Equipment 'puzzle' ideas

25 January 2012 - 09:26 AM

Thanks, that is a good take on the 'gem tetris' idea. Maybe when you filled the 'box' it would become permanently attached to the ring/item/jewelry piece and that is how you craft new items.