Jump to content

  • Log In with Google      Sign In   
  • Create Account

Servant of the Lord

Member Since 24 Sep 2005
Online Last Active Today, 06:42 PM

Posts I've Made

In Topic: the dreaded "escort" quest

Today, 12:20 PM

One of the most memorable COD missions is a reverse escort quest :D

 

That was fun. They pushed some of those missions a bit too much in later CODs though.

 

I think another nice twist on escort quests, would be quests where you are "escorting" specific NPCs from afar, by covering them with a sniper rifle or helicopter, or heck, a bow and arrow. I'm sure there are some examples of that, but I don't remember any off-hand. Usually the COD "overlord" missions were more shooting fish in a barrel type of fares, rather than focusing on covering specific individuals even if that was ostensibly what you were doing.


In Topic: the dreaded "escort" quest

Today, 12:10 PM

 

you would have to rely on a more powerful character who is escorting you through an area full of extremely powerful enemies or environmental hazards

 
but what would be the reason for the player to enter such an area?

 


To get to the other side?

Imagine you are in Valley A, and you are trying to get to Valley B, which is also your level, but between the two is Really Dangerous Canyon of the Cockatrices, so you need an escort.

You are merely trying to get through a very difficult area.

Another reason is because you are trying to collect something in a cave, filled with noxious gases (or darkness), and you need to stay close to the mage who casts a barrier of good air (or light).
^ This becomes a collection quest, but with an added mechanic that makes it feel different.

 

Or maybe it's a "Kill <Specific Enemy>" quest, but the specific enemy is way above your level, so it turns that boss-fight into a "survive the boss for enough time for <Your Powerful Escort> to kill the boss", which is an interesting twist on regular boss-fights, AND acts as a power-benchmark for the player looking forward to the future when he's powerful enough to kill the same species of boss (i.e. a large dragon).
 

it would probably play out much like a regular escort quest. you stick to the NPC like glue, not so they won't die, but so you won't die.

But conceptually, and practically, it is different:

A) When you wander outside of the escort's purview, you have ZERO nagging feeling that the AI is going to get killed.
B) You feel awed at the dangerous creatures around you.
C) Because you are in a really dangerous area, you feel extra tension and concern for yourself.
D) You are more likely to like the NPC as a character, writing-wise, then if he was a nuisance to you. Psychologically, you might even feel gratitude or admiration.

It's a very significant twist - I wish I could upvote Demiurgic_Amon several more times for suggesting it.  :)


In Topic: Leveling up through mini-quests?

Yesterday, 05:20 PM

Because you're building your stats because on the quests you do. Rather than the number of enemies you've killed or number of times you've used a weapon, skill, or magic.

 

If you want to be a warrior, you'll do quests that will strengthen strength, attack, physical defense. If you want to be a thief, you'll do quests that will strengthen intelligence, agility, stealth.

 

In 'Fable' (one of the first two - I haven't played the others), you have four different experiences that act as currency:

- General experience can be spent on anything

- Three different attribute-specific experiences (I think they were Strength-based skills, Dexterity-based skills, and Magic-based skills).

 

When defeating an enemy, depending on what abilities you used to defeat it, you'd get that same kind of attribute-specific experience as well some general experience, providing a mix of freedom to develop your character how you want (using general experience), and also growth in the same area you are actively using (the other experience types).

 

 

 

Kill 10 slimes in a normal RPG would add EXP points and going to the next level will up all your stats. Move 10 rocks will increase your strength only. Kill 10 bears will increase only your strength and your stamina.

 

So to try to put it another way, the events (as I call them) only increase a particular stat (or two depending on the quest).

 

What if I take the "Kill a bear" quest, and I kill him by pushing rocks over a cliff edge onto his head? Your quest wouldn't recognize it, because it sounds like you are designing your quests to force the player to approach them a specific way. 

 

Suppose I kill the bear via dousing it in gasoline and lighting it on fire? Or kill it with arrows from 100ft away? How is strength involved?

Suppose I kill the bear by running away from it, and luring it to try to cross a rope bridge, and then it falls to its death when I cut the rope?

 

Obviously not all these mechanics will be implemented in your game - my only point is underlining that your are forcing players into "one true way" of solving the quest, or at least rewarding them as if there is only one true way. i.e. your quests aren't a challenge of choices and thought, but a challenge purely of action, with the solution pre-prescribed.

 

When I "Kill a bear", regardless of how I accomplish it, the game pretends I really did "Kill a bear with a sword in close-combat while within 20 ft of its starting location."

 

 

Your design could certainly be made to work for a game or two, but as a general improvement over existing experience systems, I feel like there are too many cons and not enough pros.


In Topic: Feedback on new Business Card

22 September 2016 - 09:23 PM

"Creative Designer" seems redundant! As opposed to uncreative designers?
 

Hmm I see your point. Perhaps there's a better word for it, then? I still think it's important to know it is my studio and I am the head, whether as a solo dev, contractors or full employees.


"Owner" seems straightforward.

It's certainly hard, because, at least in then English language, cooler words also carry additional connotations.
 
I wouldn't worry about it too much, I was just giving my impression, but I'm pretty abnormal.  :lol: Go ahead and use the words that you think best describe you - Founder isn't bad.

If you like 'Founder', I suggest:
f4b0236c7a.png

 

Note: If "Crafter of stories and experiences" refers to the LLC, then it should be under the LLC's line, and italicized, so it looks like a slogan.

If it refers to yourself, then it should be under your name (above the LLC line), and not italicized. I think this is what you were going for, so in my mock-up above, I mistakenly put it in the wrong spot, and italicized.  :wacko:

 

Note 2: These are all suggestions from some inexperienced with marketing, sitting in an armchair, twiddling his thumbs and offering opinions without knowledge.  :P


In Topic: what makes a quest epic?

21 September 2016 - 10:51 PM

Big and/or long or/and hard. Three easy words to remember. These are the qualities of an epic quest.


Big = Spread out and thus likely watered down. (a negative in my book)
Long = Long is only good if it is enjoyable. If it's boring, long is terrible. Length of a quest doesn't determine it's quality to me.
Hard = Good, but only if it gets overcome. Players need to beat it to enjoy it (otherwise they get annoyed at it), but they need to feel like they just barely overcame the challenge, and it needs to press them hard, to be exhilarating.



For me, first I'd first set aside the word 'epic', and use words that more accurately get to the heart of what I want.

For me, that'd make the question become: what makes an enjoyable, engaging, and immersive quest?

Enjoyable = Challenging - the player overcomes, but barely. I want the player to feel like it's up in the air whether he'll survive, but finally manages to pull through. The player can even be exhausted and relieved when he finishes - I think exhaustion when finished is a plus, if met with relief and safety and refreshment.
It needs to be long enough to exhaust the player, but not so long that it is just tedious.
It also needs to not be too repetitive, but stay fresh enough in each aspect of the gameplay (audio, visuals, level design, and enemy type encounters) to not feel like you're doing the same thing over and over.

Engaging = Gameplay-focused, with some choices and agency, a feeling of actually making an impact in the world can be a plus, and challenging also helps here.
Immersive = Atmosphere from areas, soundscape, music, visuals, world lore, and the story of the quest.

I've played some games where even simple dungeons are this great.
(one memorable one from my childhood is Cull Hazard Cave from Quest 64)

PARTNERS