• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
TheStumps

Fable + Total War with a dash of Dynasty Warriors (game idea)

0 posts in this topic

I'm far from being involved in game development anymore, but recently I bought Fable 2 and just "finished" playing it (I didn't have an xbox360 until last month) and it sparked an idea so I thought I'd toss it out there on the off-chance that someone is trying to figure out what to work on for their next project.

 

So this is a freebie with no strings attached; I just wanted to share the idea.

 

Fable 2 was a pretty fun game, and I really enjoyed the experience.

At the end of the main quest, however, things just kind of lost their momentum and motive.

 

I spent the main quest duration building up this near King of a character, and after I was done saving the lands from the epic threat, I found myself just not nearly as compelled to engage with the world as it mostly just sat still without world progress.

 

It got me thinking, what if there was a game that played like Fable (take your pick on your personal favorite version; it doesn't matter which) until you were done with the main quest line, and then the end game took your well developed character and entered into a sort of Total War series style world political and war strategy game?

 

I pick Total War because in Total War you can choose to be an active participant directly managing the battle, or you can choose to let the battle run automated.

 

If you chose to personally engage, then there could be some interesting play in that you already have your character well built from the Fable-like game experience.

In this, your character would then be in the battle directly and you could develop a gui format for managing the battle commands, while at the same time directly engaging in the battle in a sort of Dynasty Warriors form (as Fable's combat system is somewhat a cousin of Dynasty Warrior's combat system...sort of; at least, it's not a development stretch to marry the two concepts).

 

This, I think, would be pretty fascinating.

 

The personal questing would be a character development game, while the "end game" (not really an "end game" at all, really) would be a world development game; borrowing the same concepts as whatever was used in the previous system.

 

For example of that last line, in Fable, there's allot to do with good and bad, and like and not like.

These same concepts could be carried over into the world development rather easily as a part of the political attributes.

 

The part of the world that you control (be it a vagabond troop or a full kingdom) could gain a portion of its attributed statistics from your character (the leader) for a starting point in the world development stage.

From there, your character and your ruling region(s) could develop in relation to each other.

Indeed, similar to Total War (or similar styles of games), it is not uncommon to have secondary leaders that the player selects to rule over a given region based on that leader's statistical advantages.

 

 

I think this would be a pretty interesting genre mixing concept.

Just an idea; thanks for reading.

Edited by TheStumps
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0