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About Liosse

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  1. Yeah, I've decided to drop "Confidence" as a stat. The concept might survive in some active keywords, but I agree that keeping track of two dynamic stats would be a hassle, and the confidence stat has too much overhead for only being useful in a specific situation. I appreciate the feedback.
  2. Well, Skill and Loyalty don't use counters. They stay the same unless you apply a card effect. But unless it's some form of equipment, then they reset at the end of the turn, just like Power/Toughness in Magic. Only Endurance and Confidence increment and decrement. Preferably, this would end up as a physical card game. But, since it's much more expensive to develop and playtest a physical TCG, it'd probably start programmed. I play tons of Magic, and I used to play a lot of Yugioh and Pokemon. I've dabbled in Digimon, Civilizations(not a TCG) and Harry Potter, but Digimon TCG was stupid, and Harry Potter died off pretty quick. While working on this game, I've also looked into Star Wars, Naruto, WoW and Chaotic for traditional TCGs, and I looked at several Free Online TCGs. I do prefer the more traditional ones, though, which is why I would prefer not to make a game that couldn't be done with physical cards. Ignoring the logistics of the stat system, how does it seem from a player perspective? Does it make sense? Does it seem different enough from standard P/T or A/D stat systems to feel fresh?
  3. I'm working on a TCG, and I'm having trouble deciding how many stats my Character cards should have. I'm wavering somewhere between 2 and 4 stats. I know that forcing players to keep track of too much stuff makes a game less fun, but I'm trying to get away from the standard Attack/Defense * Power/Toughness mechanic that a lot of games use for combat. Also, I'm hoping the interaction between the stats will lead to more innovative strategies. Since the game has only a very limited version of spell/magic cards, I'm also hoping to keep it interesting. Currently, the set-up I'm leaning towards is Skill/Endurance/Loyalty/Confidence. For every round of consecutive combat, a Character loses 1 Endurance and they also lose one Confidence if they lose the round, + the less Skilled Character loses Endurance equal to the difference between their Skill and the opposing Character's Skill. If the total loss of Endurance is greater than their Confidence, or their Confidence drops below their Loyalty, the Character retreats from battle, unless they reach 0 Endurance that turn, in which case they die and are removed from play. A Character regenerates one Endurance per turn. Generally, I try to avoid a lot of counters, but it seems like Doubt counters and Fatigue would be a good way to measure lost Confidence and Endurance respectively.
  4. Liosse

    Value-Subtracted Anti-Features

    Perhaps a better approach might have been to require character survival in order to pass levels. It seems like telling the player they've succeeded at a certain sub-task, when they really haven't, is a fundamental problem. And worse yet, once they figure out that just "passing" a level is not necessarily success, then progress becomes ambiguous. They never know if they've beaten a given scenario "well enough" not to end up blocked a couple steps down the road. And they never know if they're really blocked because of a previous false success, or if they can still continue forward as-is if they just play well enough now. This problem becomes fatal, in my opinion, when the game is primarily (at least from a given player's point of view) story driven. The player progresses to the next piece of the story as they pass each level. Being forced to move backwards, or simply being made uncertain as to whether or not you'll have to go back in order to ever move forward, disrupts and derails the work-reward cycle. [/quote] It is very possible to win the game without all the characters surviving. It's certainly more of a loss early-game because you have fewer characters, but it can be done. Also, the game is very upfront about this mechanic. They tell you death is permanent, and that it might cause some trouble later in the game. There is a replay requirement if you lose your main character.
  5. Liosse

    Value-Subtracted Anti-Features

    This sounds a lot like the Fire Emblem franchise. It had a similar perma-death mechanic for it's TBS. I think they intended players to replay some levels, though, especially at the higher difficulties. Each individual mission was easy if you didn't care about losing characters, the point was to find individual level strategies that would also allow you to beat entire game.
  6. Liosse

    Story mapping / Dialog Tree Software

    And html isn't that hard to learn. It's generally when you add a scipting language like javascript or php that most people start to have trouble.
  7. Liosse

    Story mapping / Dialog Tree Software

    You could use html, but from my experience with dialogue trees as a player, wiki software is just as useful and much simpler. Just make the options hyperlinks to the next npc dialogue branch. I mean, a wiki is basically user-friendly html where text formatting is concerned. The same goes for story arcs. Lots of writers use wiki software to keep track of story arcs, and depending on the game type, player action trees could be done in a wiki as well.
  8. Liosse

    Talent Trees versus Sets

    It is not an mmorpg, but one of the things I really love about the MTG: TCG is that you could take something that was not necessarily percieved as a valuable play style and with the right cards create a deck that could compete fairly well with the more popular strategies. I feel like what WoW was and still is missing is that sort of creative use of "less optimal" choices. I don't think the new system solves the problem. It just tries to ignore it. Creating game "balance" by massively restricting choices is not an improvement. It's just lame. I really don't see how it provides any way to "branch off" from the norm.
  9. Liosse

    Talent Trees versus Sets

    It's certainly not innovative, and to be honest, a lot of those abilities look essentially the same, so it's still about tiny little gains. The only difference is, now it's in the context of a specific battle. I don't like the idea of switching out skills per battle. It makes the choice almost irrelevant, at least as far as this particular execution for WoW is concerned. Maybe in another game it would be more interesting.
  10. Liosse

    Talent Trees versus Sets

    On the one hand, I enjoy talent trees. On the other, I like the idea of small sets like this. They do make each individual choice more meaningful, although I think the equivalent section of a talent tree is probably just as meaningful as a whole. Not sure how I feel about making it so easy to re-talent, though.
  11. Liosse

    Story mapping / Dialog Tree Software

    You could try a wiki site on a free webhost. It seems well-suited to an interactive dialog tree model. It's also searchable and easy-to-use.
  12. Liosse


    The writing is not very good. On the bright side, this is game writing, so it's not necessarily going to be in this format. I think you should divide your categories up differently. Stick to the main points: 1. Game type: Not "first person", that is a perspective. Is this an fps game with some rpg elements? That's what your description suggests. Is it single-player, again as your description suggest? Is it a sandbox game or a linear story-line? Also, you list only three platforms, but then say it is for "all"... Which is it? 2. Plot: What is the overarching plot? This is not for players to read, so you don't need to be mysterious about it. What is the inciting incident, the scene which opens the game's storyline? You seem to have done some writing for that, although is is prose as opposed to being written in script format. 3. Character: Who is the main character? What is some backstory? How did they end up in the situation? 4. Mechanics: What mechanics do you offer that make this a game worth playing? How are they similar to or different from the sort of mechanics usually found in this genre? 5. Combat Style: Be specific. Hand-to-hand? Guns? "Swords" are not high-tech, they are low-tech. What are the capabilities of the power armor? Why does it need shoulder lamps? Are the enemies AI-controlled or do they follow set patterns? You need to separate the story from the gameplay so that a reader understands how things work.
  13. Liosse


    You posted this asking for suggestions. Attitudes aside, sun makes a good point. What does your post have to do with archetypes? Maybe you could give us some idea of what kind of feedback you want? Are you looking for critique of the writing? Or the idea?
  14. Um, they probably have a list of requirements somewhere on their website. If they have any business sense at all. Go Google a bunch of game companies and look at what they ask for. Then, you can put together a general application package and tailor it for each comapny you apply to. ETA: Also, what the mod said. XD
  15. Liosse

    what is a good story?

    I agree. "Show, don't tell" is an over-quoted mantra, and nothing like some sort of secret to awesome writing. Some situations require telling, and some showing, and a good writer learns to identify which is required. Also, the assertion that telling passing plot information in dialogue is good writing practice is completely false. There are all sorts of satirical and derogatory terms for such. From a script perspective, it makes sense in many cases because a script-writer has mostly dialogue with which to convey their story. But scripts don't address every aspect of a movie, as a lot is left to the director and cast. In reality, there is an enormous amont of showing in movies that is not present in the script. Many aspects of the background will not show up in the game in the same format due to the tools available in games as a medium, and if you are strictly writing a design document, you can leave a lot of stuff you would put into a novel out. But not every game is developed in the same way. An indie game and an AAA game with a design team and a huge staff are going to be done differently. Also, original writing and final presentation are different. A great deal may be delivered in dialogue in-game, and text may be translated entirely into visuals in many cases, but that doesn't mean that creating the source text is "wrong". There are also different levels of immersion in different games. A massive rpg like Mass Effect or Morrowind, and a platformer like Mario or a puzzle game like Zelda are all going to be handled differently, and players will ave different expectations from each.
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