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Drethon

Member Since 29 Nov 2004
Offline Last Active Jul 07 2014 01:12 PM

Posts I've Made

In Topic: Don't like ending games

18 April 2013 - 05:41 AM

Didn't Phantasy star 3 or 4 have generations of characters?    That idea is not new smile.png

 

Edit:  Yes, it was Phantasy Star 3: Generations of Doom 

 

http://en.wikipedia.org/wiki/Phantasy_Star_III:_Generations_of_Doom

No doubt there, not many ideas are new these days.  More interested in what works well.  I'll have to take a look at Phantasy Star III some time.

 

yes it is repeating, to not let a game end you dont need different mechanics(although one can argue this point) but more content and possible also spreading the content out over a longer time.

Nothing wrong with more content but I do wonder if there is something that can be done with mechanics instead as I tend to be a better coder than storyteller :)

 

I always thought an RPG should take a stab at multiple perspectives. Where a player can finish a playthrough then choose from the characters they've come across in the story and play through from beginning to end from the other player's point of view. This makes the allure of multiple endings more fun by making sure the player doesn't have to endure the entire play through from the same perspective with only a few variables changed.

 

Otherwise the only aspect that can keep an RPG interesting after the level grinding is complete is creating arcade elements that require skill. I would imaging this would mostly surround the combat in the game and involve the player exploring old arcade design win conditions in combat vs bots/players.

Multiple perspectives is an interesting idea.  You do loose the idea of the character being "my" character "I" created but it would provide excellent immersion.

 

I will say that is one thing I liked about Fallout 3 is the RPG element enhanced the character's skills but player skill still accounted for quite a lot.


In Topic: Combat and Parley in RPG

17 April 2013 - 07:13 AM

You could add something like a parlay state into combat so a hostile NPC will not attack the player is in parlay but will not become friendly.  Then as soon as parley ends the hostile can begin attacking.  Basically a continuous loop of the attacker going "can I kill you yet" until you are done talking.

 

Also a possibility is letting NPCs command each other so when you enter parlay with an NPC, it commands all others to stop being hostile.  When parlay ends that NPC can command the others to become hostile again.


In Topic: Lack of creativity in so many games - endless killing

15 April 2013 - 05:51 AM

The Thief series was an excellent example of alternate gameplay IMHO.


In Topic: What programmers want from a designer

25 September 2012 - 06:24 AM

I don't have a lot of time to read this over in detail so I apologize if I'm saying something that is already stated. To me the biggest thing for a designer beyond the basic of a game that can be reasonably developed is sufficient detail. Programmers can determine how to implement the game rules but while we can design the details of game logic, that is a design detail, not an implementation detail.

In Topic: How can I train myself to come up with simpler ideas?

06 September 2012 - 07:13 AM

When we teach at game development workshops for high school classes we always teach them not to make a game. One of our most used (and useful) guidelines is to make a toy not a game. In other words think of a single game mechanic you like, test it, and if it is fun make a game out of it. That way you ensure to always start with something fun, and then you can add story line and other elements afterwards. Preferably as an iterative process.


Yeah, I followed this for designing a simple game myself. Now I have a pretty good working game mechanic but have to figure out how to make the next step to turn this simple "toy" into a full fledged game. Piece at a time I guess, real game development quickly becomes a job :)

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