Bossy NPCs

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21 comments, last by Nazrix 23 years, 2 months ago
quote:Original post by Ravuya

Arguably (now don''t flame my ass for saying this), the common RPG player, used to drivel like FF7 (and other console RPG''s), will just aimlessly wander if they don''t have a set goal.


Yes, I do realize this. Let''s assume for a second we''re not afraid to cut out what players are used to. Even better, like Thief, it''s possible to lead your players into playing a certain way. That''s another topic entirely though.

quote:
It would be somewhat like 90% of all online RPGs - aimless wandering from place to place, camping animals and killing stuff for items.


It wouldn''t have to be that way. You could have whatever gameplay you want. That''s seperate from whether NPCs tell you where to go or not.







http://www15.brinkster.com/nazrix/main.html

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

What a plight we who try to make a story-based game have...writers of conventional media have words, we have but binary numbers
Need help? Well, go FAQ yourself. "Just don't look at the hole." -- Unspoken_Magi
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I think a very good combination of forced/non-linear is the obligation to serve. If someone wants to get a good reputation in town he can go on the usual quests or he can sign up with the town guard.
A place to stay, time off, sign-up bonus, lower prices for stuff but still with all the action that comes from having to fulfill his duties. Hunting thieves, patrol, sewer detail, various escort jobs for the tax-collectors, and other civic officials. Plus what ever he can fit in during his spare time.


ZoomBoy
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quote:Original post by ZoomBoy

I think a very good combination of forced/non-linear is the obligation to serve. If someone wants to get a good reputation in town he can go on the usual quests or he can sign up with the town guard.


The signing up conecpt is interesting because then the player is choosing to be intructed where to go.

So, the player is still in more control.

The player could still be a vagabond freely traveling the area.
Good idea.

Actually, when I think about it more realisitcally, we all have responsibilities...things we must do. People that roam freely in life are rare. Perhaps that's why I want that aspect in a game, to experience the freedom of doing what you want.



http://www15.brinkster.com/nazrix/main.html

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

What a plight we who try to make a story-based game have...writers of conventional media have words, we have but binary numbers


Edited by - Nazrix on February 13, 2001 9:39:08 PM
Need help? Well, go FAQ yourself. "Just don't look at the hole." -- Unspoken_Magi

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