Ability to kill a game.

Started by
24 comments, last by Paul Cunningham 23 years, 8 months ago
If in the game what you do is play out the role (ie RPG ) thenyou should gain skills and attributes that reflect those of the role that you follow. It should not be a pre-game choice, but a continuous concious decision based on your own experiences etc.

I rant enough


-Chris Bennett ("Insanity" of Dwarfsoft)

Check our site:
http://www.crosswinds.net/~dwarfsoft/
Check out our NPC AI Mailing List :
http://www.egroups.com/group/NPCAI/
made due to popular demand here at GDNet :)
Advertisement
quote:Original post by draqza
I agree totally with this. While character classes are obviously there to try to structure the game, I think computing power and SDKs have made enough advancements that "we don''t have enough computing power" isn''t a legitimate excuse anymore. I don''t have anything against good graphics, but I still kind of like sprite graphics--with all the blending and anti-aliasing and stuff, they should be able to look pretty good--and this would free up more power if they don''t have to computer polygons.

I can''t remember the name of the game, but there''s a new game coming out with both magic and tech in it that I think is going this route a litte bit--in case you haven''t read about it, you can either learn magic or technical abilities, which will tip a meter one way or the other. The stronger your ability in one type, the weaker the ability in the other, to the point that a really strong magician can cause a machine to malfunction just by his proximity.


Yeah, i know the game you''re talking about. It''s by the same people who did Fallout1/2. It sounds something like Arcanium or something like that. That''s exactly the game i''m keeping a few dollars saved up for.

The way magic and technology work i believe is that magic bends physics whilst a technician re-enforces it. So when the 2 battle the one who''s the highest level will have the advantage with the behind the scene modifier calculations. Plus the graphics look spectacular and the player abilities, 80 spells, make your own weapons, yes please

It''s a sure hit and who said originality means jack these days. I''ll bet you a fiver on this one!!!


I love Game Design and it loves me back.

Our Goal is "Fun"!
f
g

-Chris Bennett ("Insanity" of Dwarfsoft)

Check our site:
http://www.crosswinds.net/~dwarfsoft/
Check out our NPC AI Mailing List :
http://www.egroups.com/group/NPCAI/
made due to popular demand here at GDNet :)
What the?

...h?

I love Game Design and it loves me back.

Our Goal is "Fun"!
What about character classes that mean little to the power of the character at first (anyone seen Mystery Men?). You could have it so you are an ordinary individual who could be good at something that wouldn''t naturally appear to be a great asset but it could be if used well. Like a farmer who makes a warpick and goes out harvesting goblins

I love Game Design and it loves me back.

Our Goal is "Fun"!

This topic is closed to new replies.

Advertisement