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Member Since 21 Dec 2012
Offline Last Active Nov 08 2013 02:31 PM

#5094395 Magic in RPGs

Posted by on 16 September 2013 - 01:28 AM

I have an idea for a game concept. I won't go into details, but this is my first game and I was wondering exactly whether or not I should incorporate magic into the game. Magic and rpgs go hand in hand, it has since the dawn of time. Obviously, the goal is to make a game that I love making, and that people love playing (and paying me for it of course). Will I be burning any bridges by not including magic? including magic wouldn't be difficult at this stage of development, but I'm not sure if I should. I was hoping to create a realistic, immersive survival based rpg, and magic would somewhat make it difficult to maintain a completely realistic game.


Some of the ideas I was experimenting with involved perhaps just having magic be a side skill like in some games, where it aids other skills. Other ideas would be to have magic be in it's infancy, where it's more of a play toy than an actual skill. I've considered full blown out magic skills similar to destruction, restoration, black and white magic, etc..., but having guns, bows/thrown weapons, swords and other melee weapons, as well as martial arts could make it even more difficult than it already is to balance, as well as overloading the game with far too many combat options.


I guess my question is simple: What's your take on including magic in an rpg, or rather, leaving it out? What are some pitfalls that I should avoid when using it? And what kind of implementation do you think I should take?

#5089293 Maximum Landsize in a console game

Posted by on 26 August 2013 - 03:43 PM

So say I created a game of the same exact scale as.. the United States. So long as I stream it cleverly/smartly?/correctly, I could have a playable world of epic proportions? I guess in that sense I start running into storage issues... which is what you were saying.

#5089284 Maximum Landsize in a console game

Posted by on 26 August 2013 - 02:59 PM

As the title suggest, I was wondering just how large a landmass a console could generate (Both current and next gen). I wanted to make a rather simplistic game that had a large landmass. So, for example, you took skyrim, removed the npcs, removed the dragons, the mobs, the respawn scripts and turned it into a sprawling continent, with a semi destructive environment similar to battlefield 3's frost engine and a simplistic crafting system like minecraft's. Graphics wise, i was thinking something like Deus Ex/Skyrim-esque with modern skyscrapers (completely intact and capable of ascending) and farmland/forest/lake on the outskirts with towns and villages scattered inbetween as well as the inevitable unending ocean so as to stop ppl from traveling too far.

#5032515 PC vs Console

Posted by on 15 February 2013 - 01:39 AM

I know this debate has already been talked about several times, but I would like to know what your opinions are as developers regarding this issue. I'm currently writing a research paper and I'd like to get your opinions/viewpoints based on the developing games for each of these platforms.


1. What issues do you run into on one/some platforms that you don't run into on others?

2. Which platform do you prefer to develop for?

3. Which platform is the easiest to develop for?

4. Which platform is the hardest to develop for?

5. How many years experience do you have in programming/developing?