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You shalt never have another pointless death.

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I was thinking of doing something like that in my game if I ever get it started. Have it so you don''t lose when you die but you lose your equipment and everything you were carrying but you can stash stuff in the bank and in your house.

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Guest Anonymous Poster
quote:
Original post by Nazrix

If everything in a story-based game was really there for a reason, wouldn''t it be interesting if the player''s character never died. INstead the story would just be advanced.




No, I totally don''t like such an idea. I hate simcity because the game never end. I also hate some arcade game, for example Raiden 2 where you will start over again in level 1 if you defeat the final boss in level 8.

A lousy programmer analogy and hell analogy is my opinion regarding a game that never end. Imagine you are a lousy programmer and you will never be a good programmer no matter how hard you try, how many effort you make. Imagine you committed sin and you are cast into hell where you will suffer for eternity and have totally no chance of getting out. That kind of situation is similar to a game that you can never overcome even you play in your whole life. That kind of situation really sucks.

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I''m not suggesting that the game never ends. I am suggesting that the game does not end because the player dies. Note that this idea is meant for a heavily story-based game, not games like Sim-City or arcade games. The idea of it is that in a game based around story, if the player dies pointlessly (some goblin kills him or something) how interesting is that?

The game would still end. It is just that if the player loses a fight, instead of killing off the player and making him start over again I am proposing that something happens in the story. The player gets captured and must find his way out etc.


"All you touch and all you see is all your life will ever be --Pink Floyd
Need help? Well, go FAQ yourself.

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Were you refering to the story advancing in a way that the player is now able to do different things after their death so that they can acheive some goals in some different way. Say that they died and now they are wandering around as a spirit. They can then acheive some more of their task before they come back to life... Is this what you are getting at or am I way off the track? (I expect the latter )

-Chris Bennett of Dwarfsoft - Site:"The Philosophers' Stone of Programming Alchemy" - IOL
The future of RPGs - Thanks to all the goblins over in our little Game Design Corner niche
          

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dwarf, that's not a bad idea at all, but not what I was originally speaking of

I'm thinking that the player never dies, but that the story is altered to account for the player's defeat in a battle or something.

I just meant that in many situations instead of the player being killed the story would just make an interesting turn that resulted on the player surviving...like the player gets taken prisoner, someone finds the player half-dead and nurses him back to life.

The main point is in a story-based game, death is so boring. It just means the game ends, and the player starts over or reloads a saved game. Instead of death, a twist in the story could be taken. I'm thinking more along the lines of the player being taken prisoner or something. Something that is inconvienent for the player but just alters the story rather than just ending the game and making the player start over.


"All you touch and all you see is all your life will ever be --Pink Floyd
Need help? Well, go FAQ yourself.


Edited by - Nazrix on November 2, 2000 1:57:26 AM

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LOL Naz, I coaxed you right into the point that I was thinking of for the past few days . The player doesn''t have to kill anyone themself, they just injure them enough to knock them unconcious. This way you can take prisoners. This also allows the player to be taken prisoner. Actually, when writing up the storyline for my game, there is a part where if the player decides to stand and fight, they will eventually be overrun by guards (if they choose not to run) and in which case are taken prisoner.

Anyway... That is exactly the point that hadn''t been clearly stated. I thank you for your cooperation

-Chris Bennett of Dwarfsoft - Site:"The Philosophers' Stone of Programming Alchemy" - IOL
The future of RPGs - Thanks to all the goblins over in our little Game Design Corner niche
          

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*LoL* You sneaky dwarf in human form!

Yeah I guess it can work both ways for the player & NPCs...kind of like in Thief where it was often better to just knock the guards unconcious because they''d make less noise.


"All you touch and all you see is all your life will ever be --Pink Floyd
Need help? Well, go FAQ yourself.

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Actually, come to mention it, the most developed character in my game at the moment is the theif (or a derivative of such). Mainly started because of a cool cloak that I thought of. Allows hiding in the shadows in an ISOMETRIC game.. I haven''t seen that yet

-Chris Bennett of Dwarfsoft - Site:"The Philosophers' Stone of Programming Alchemy" - IOL
The future of RPGs - Thanks to all the goblins over in our little Game Design Corner niche
          

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oh really? You mean the player would actually have to find where the shadows are to hide in them?


"All you touch and all you see is all your life will ever be --Pink Floyd
Need help? Well, go FAQ yourself.

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The theif character would be more suited to night time work. It has a few different ''spells'' that it can cast. The cloak just makes it less visible in dark places (hence night or shadows). It can also use a ''leap'' spell to help it onto the rooftops, and has a ''feather fall'' spell which works in conjunction with the first to reduce sound. Other than that, it has ''stealth'' and ''perseption''... Which I don''t think I need to go into. Anyway... I think this is getting OT...

Oh, yeah... Death... If it''s pointless it sux

-Chris Bennett of Dwarfsoft - Site:"The Philosophers' Stone of Programming Alchemy" - IOL
The future of RPGs - Thanks to all the goblins over in our little Game Design Corner niche
          

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