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lithos

Remort

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A remort can be summed down to after a player reaching a certain level of advancement they have the ability to choose to sacrifice a lot of it to gain something else. Examples for goals would be along the lines of reaching max level, beating the main story, or any other measurable thing. Examples of what the player gains, becoming a new race, gaining a new class, or gaining a powerful weapon(cursed/blessed). Examples of things lost levels, stats, items, allies, and similar.

for some better explanation: http://www.mud.co.uk...atisremort.html

To narrow down the discussion I'd like to mostly discuss normal single player RPGs, rather than taking that deep dive to the MMO world.
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Essentially the goal I'm thinking about is keeping the game interesting after the main story. Story elements would be along the lines of a demon hunter taking on aspects of demonhood after finally killing the big bad, becoming an enemy target of people they've met before. The play also then has the interesting perspective of having to actually get out of the high level area they're in, with a couple new skills but at something like half the level they were previously. Also some items just become unusable due to blessings.

So I get to recycle some content with all the old dungeons now having new goals, power unlocks and possibly finding a cure. Reusing random demon attack code/scripts but this time with other demon hunters you've met in the past.

Essentially the primary gameplay won't be changing but I don't know how players would act to such a story inversion. Edited by lithos

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Actually, I have been thinking about using something similar. Because I am making an RPG and because I have very limited content output as a 1 man indie team.

Some MUDs allow for "reincarnation" or "parenting a child". Which basically means starting over from scratch (keeping gold and equipment usually). But each restart grants you benefits/powers/stats that cannot be gained otherwise.

Good trick to entice players to repeat the same content over and over again? To avoid this being a grind, I might up the difficulty each time like Diablo 2's nightmare difficulty.

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Sounds like an interesting idea, the only issue I got with it is "how fun would it be for the player to do this, compared to him keeping his old character and rerolling a new one alltogether". If that returns a good enough balance, then fire away.

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Sounds like a good idea if it significantly changes the player's abilities, so the same puzzles need to be solved in completely different ways.

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