Decisions, Enemies, Bosses (game mechanics)

Published July 14, 2019
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The good, the bad and the in between

Even though the core gameplay revolves around action, I still wanted to have that feeling of "Your actions affect the world" kind of vibe. Nothing too crazy, but just enough for you to get a kick out of it. But what do I mean by that? Well . . . EOTH has a world that lives on its own (day-night cycles, weather effects, etc.). During your playthrough, you'd often encounter random missions (and main quests), that would be either black, white or gray in nature. This means that whenever you chose an outcome, it would leave a mark on your surroundings: the color palette would change to, let's say, a darker one, and your enemies would get tougher/act more aggressively (because you parted with the devil), and so forth. Of course, min-maxing would have its own devastating and chaotic effect as well.

This also means that you've different standings with the locals. As you do missions for them, some might lower their prices, others would cross you, and refuse to help you (if things would get to a certain point). Also there wouldn't be a scenario, where you'd be able to please everyone (again, to limit meta-gaming).

Creatures and other beings of sort

And this brings us to the other topic I wanted to talk about: the flora and fauna. EOTH would thrive to be a more D&D like experience, when it comes to stuff like this. I really wish to see all kinds of wild animals, races, creatures (may it be living or not), all the good stuff that I think should be included in this game. There's so much more out there in the world, and I wish to show that there's more to it, than having mostly bipedal objects in your game. This also begs for strange behaviors, such as morphing, or whatever magical ability you can think of. There is a whole world out there, wanting to be discovered!

Boss fights

Last but not least, I wanted to talk about two things: Boss arenas and enticing fights. Would love to see more open areas, especially when crossing the path of a chapter ending boss. No more tight quarters, and claustrophobic fighting pits, I say. Would love to implement a more dynamic approach, where you'd have to interact with your surroundings, and/or your enemy would do the same. My reasoning is simple: Don't want boring fights, and chapter ending battles are supposed to be something special, and should have something more to them.

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