Quote:Original post by LilBudyWizer
You could use the kill rate. How fast can they kill creatures and how many creatures are they going to have to kill to reach a level that allows them to complete the game?
I'd agree to putting something like that in the average calculation, but I don't want to base the completed game time on solely this.
Mostly because this reminds me of some of the more annoying grinding moments of the Ultima series or Bard's Tale (the original).
To get to Foozle meant going through literally dozens of annoying enemies which weren't TOO hard to kill but just took up loads of (unneccessary) time.
ie. 90% of the "total game time" is spent in the End Game!!
Getting to Foozle should be difficult, but not annoyingly so (IMHO). I don't want the player to get too frustrated that he boycotts my products. :)
On some level, those who will probably purchase these titles are also more than likely already playing a MMOG of some kind. Therefore I'm trying to decide right now just how to design these storylines/game engine.
(a) Incredibly stats driven. Even calculate encumberance factors on player's movement and combat rates. (ie. most MMOG's are targeting semi-casual players, so this would be focusing the hardcore crowd).
(b) Incredibly casual (go the other extreme). Target those that want to have the thrill of an RPG without the constant grinding of a MMOG.
I'm leaning more towards the (b) option at this point, but it's still real early on. I'm researching the other RPG indie games out there to see what they're providing..
thanks all for your inputs so far! Valuable indeed!