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Seongjun Kim

Member Since 22 Mar 2010
Offline Last Active Dec 18 2014 02:47 AM

Topics I've Started

Multiple starts for RPG

16 November 2013 - 01:08 PM

What do you guys think of different starting points for a single-player RPG? The different starting points will be based on the decisions you've made within the first 5~10 minutes of the game.


I would say very similar to how pokemon lets you choose your starting pokemon and that decision is basically irreversible since you can't get the other two starting pokemons (unless you decide to trade or use cheats). However for my case it would affect your storyline a lot more since your starting country will be completely different. Also, the players who are playing the game for the first time won't know the consequences of the decisions they're making. I think the closest example of this would be "The Walking Dead", where each decision you make affect your storyline later on.


My questions are:

1. How early is too early for your decisions to actually affect your storyline?

2. Would this make you as a player frustrated that the consequences of your decisions aren't so apparent?

3. Would this make you want to replay the game to see the alternate storyline you could've taken? (especially if each playthrough is only about 10~15 hours)


If any part of this post is unclear, I will try to explain it better. English is not my first language so bear with me.

Feedback on the game background/setting story

02 March 2013 - 10:02 AM

Hi guys, I'm trying to develop a RPG game, and I've come up with I think a pretty interesting background story.

I was influenced partly by the movie "Inception". Feedback and criticism would be welcome :)



"I.D.E.A.S." - Injected Dream Experience Application System

The core mechanics of this machine called 'IDEAS' was first developed by scientists in order to understand how the unconsciousness, consciousness, and dream worked. The system injects an information into a brain part called Somnia Mundus, region responsible for the imagery projected in dreams, while the user is in a forced REM (rapid eye movement) state of sleep. They found out that the user was able to recall the dream upon waking up, and said that they felt like they were in a real world and had full conscious control over what was happening.

This system was quickly picked up by an entertainment company named "Evirus", and they made it into a form of video game where the information injected would be a game setting and user would be able to actually 'live through' within the game world. The hardware of IDEAS look like an over-the-ear headphone, which can scan and interact with the brain.


The information was physically stored in a portable drive (much like USB drive) called 'Memory'. The game informations were written by both Evirus and amateur developers, and soon became the leading form of video game entertainment. There was one major problem with IDEAS to be played enjoyably and without much restriction, and that was error handling. Since the user is able to consciously be able to do whatever they liked, any unexpected behavior that the Memory has not been programmed to handle would cause the user's conscious mind to reject the game world and kick the user out of dream. Although the available memory space within Memory grew larger and the complexity of the game world grew bigger allowing for more error handling, the problem always existed: users did not have a complete freedom in the game.


Eventually, a quite revolutionary development was made, in which the game world was generated from the user's unconsciousness mind. Called Dynamically Imported Memory, in short DIM, solved current video games' shortcoming: impossibility of error handling all behaviors, and an infinite world. Once DIM was developed, pre-programmed Memory became obsolete. The game world was unique to each user and
was never unenjoyable as DIM passed the informations from the creative mind to the emotional mind and rejected the information if the feeling was negative on the user. All these informations were just fed into the Somnia Mundus, which took care of all the actual building of the game world, and the user would interact with the game world, causing many informations to be made within the creative mind, and the cycle continued, making a truly interactive game.




Now, the actual game that I'm developing makes use of this "duality setting" where there is a sort of science-fiction setting within the 'reality world' and a fantasy setting within the 'dream world', but mostly will be in the medieval, generic fantasy genre within the dream world.


Hopefully, the background story made sense to you, as English is not my first language so there might be bunch of places that can be more clear if worded differently.

Time-factor in nonlinear single player RPG game

22 May 2012 - 07:46 PM

This is my thoughts on one of the ways to implement nonlinear storyline in a single player RPG game.

There are many times in the RPG storyline that seems to happen JUST as the hero arrives, usually right before the final boss or some sort destroys the whole world (I think it's most prominent in JPRGs). And especially in linear storyline games, it's unavoidable because the story would not be able to continue without presenting such event to the player.

Now, if the game was nonlinear, wouldn't it be possible to implement an in-game time, where it is possible to miss such an event, and instead is given alternative event and has different ending based on that? Such in-game time can be determined by different actions that you do. Let's say you decide to camp out in the night to rest and recover HP and MP. However, camping and sleeping takes 7 hours which might stop you from getting to the next city that has an event in time. So player X decides to not to camp and keep moving on through the night to the city, and face the consequence of not having full HP and MP for a possible fight. However, player Y decides to be safe and camp. While camping, a group of bandits decide to carry you away to be sold as a slave, and you wake up in bandit's hideout and have to fight them.

Other things such as talking to an NPC or just walking around in general could take certain amount of time, and also there could be an ending where if the player decided to not do anything and just walk around and sleep, you could have an ending where the world just gets destroyed.

So this way, the storyline branches out, and decide what kind of ending you will have. Another thing that this Time factor can affect the game is that this sort of game would have a huge replayability value. You can set up different achievements that allows the player to try things in different ways (one achievement is to get to the event in the city in time. another achievement is to be kidnapped by bandits. So no character can achieve both achievements in same game).

It would be a realistic feature that's actually fun, and keep the player involved and make them think about the next move because now they can't just take the whole eternity, going from one city to another chatting and idling, because the quests are not going to wait for them.

I may be just presenting something that's already being widely used (because I haven't played wide range of RPGs yet) but the games that I have played so far didn't really have this sort of approach.

Organizing for non-linear storyline

02 May 2012 - 12:55 AM

I've been trying to write a non-linear storyline with multiple paths, and each path giving different stories and endings. And upon doing so, organizing each "events" became hectic. (I've been trying to write on MS Word)

One way I thought of using is Powerpoint, with clicking hyperlinked action leads to a slide with its event, etc. But before I do so, is there any other free programs that may help with this?

Thank you in advance :)