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BahamutKaiser

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About BahamutKaiser

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  1. BahamutKaiser

    Staring animal characters.

    Yes, they "aren't" mutually exclusive, anthropomorph "can" refer to intellectual traits, but clearly doesn't here. The subject is rather clear.
  2. BahamutKaiser

    Staring animal characters.

    I don't know :-/
  3. BahamutKaiser

    Staring animal characters.

    "Non-humanoid"... kind of excludes anthropomorphs...
  4. BahamutKaiser

    Staring animal characters.

    That sounds functional, but mostly because it sounds like a support feature for a shooter. My qualm with this is that it doesn't have a lot of range as an action adventure or character driven game. As essentially a pet, the characters identity and task are assigned to you by the human counterparts. Okami did something like this with a talking flea and a warrior child operating as your sidekick, allowing the wolves identity to be reflected by the expression of the talking member without the animal actually talking. Is not necessary for the creature to be voiceless though. I'm more concerned about enjoying a rich game with a creature character, not tailoring gameplay to fit a creature. Characters like Red XIII in FFVII didn't need to have some unique role specific to a beast to be a compelling character, in fact, he had perhaps the most emotional story arch.
  5. BahamutKaiser

    Staring animal characters.

    So, an anthropomorphic/humanoid hedgehog in a juvenile themed game. Nothing against the game, but I'm particularly asking about the representation of non humanoids in mature games. I mean, Skylanders does exist, it's just kind of trivial and gimmicky, like most games featuring dragons. Yeah I'm mostly fascinated with classic monsters and natural beasts, yet outstanding games like Okami fail to earn despite great quality. Otherwise, you see dragons depicted in many games as mounts, familiar, or transformations of humanoids, it kinda baffles me how something so trivializing has to be attached to something spectacular. It seems like the only games that really feature creature characters are those with an abundance of characters, like a MOBA or huge MMO, and still they're marginalized terribly.
  6. BahamutKaiser

    Staring animal characters.

    I'm personally fascinated with non humanoid characters, especially as the protagonist or playable characters, yet find so few games including or staring such. Typically these characters, if they exist at all, are isolated to juvenile games, or relegated to extras and supporting characters.    I've heard some of the reasons why this is common place, but it's all gotten a bit distant over the years, I was wondering if there are any story writers or students of psychology that could review the difficulties and barriers involved in these types of characters.   I'm personally a huge fan of the Okami games, and characters like Dragons are far more interesting to me than humans or humanoids, yet games tend to put poor effort into fantastic characters, or they just fail to earn despite critical acclaim. What's the deal...
  7. They both have their settings, Tetris benefits from it's escalation, but Pushmo is great too. It's more about what fits your game than an arbitrary choice. There's also the roguelike choice, like Rogue Legacy, each retry offers slightly more power and escalation, and procedural generation mixes elements to remain fresh. Even in endless gameplay, you could have scheduled changes that serve as progress indicators and grab attention.
  8. BahamutKaiser

    how should epic encounter areas work?

    How much of the gameplay revolves around "valleys"? If we are talking about a lush tropical valley, it's more of a zone, if it's a little cove, it could house a number of various creatures, usually predators, as grazing animals often migrate and pause in open areas. Perhaps the common creatures should be wandering the open plains, while the dangerous creatures collect in caves and coves, occasionally venturing out to hunt. A large valley environment would have a diversity of life, birds tend to saturate canopied areas to protect them from terrain predators. Watching documentaries and shows on savanna and rainforest ecosystems might better inspire you to create organic environments and inhabitants. You'd likely find human settlements around cliff caves, where the elevation and cover offer defensible terrain and shelter from the elements, or alternately things like tree houses and burrow homes.
  9. Attaching dangerous creatures to unique locations could serve as an indication that danger is around, even if it is procedurally generated, you can add ques to generate dangerous creatures in clusters around signifying terrain. Things like a grave yard of carcasses and large mammoth skeletons could be dense around the Tigers lair. You can also warn with sound and internal monologue, like music change or stops near danger, ambiant wildlife noises stop, or your character or company flat out says they sense a threatening creature nearby. Furthermore, you could deliberately expose them to the threat in a manner they can escape. Showing the creature approaching you from a distance and prompting you to run can establish threat and excitement. The fearsome foe could break away because of a distraction like an easier prey, or because he was already dining on a carcass and only engaged to drive you away.
  10. BahamutKaiser

    should i have both epic AND mundane quests?

    I don't know that limiting your experiences to epic or "mundane" is effective. In the strain of realism, epic experiences are naturally few and far between, a lot of realistic experiences might be mundane by nature, but by weaving immersion of this prehistoric world, you can make the most trivial events rich with depth and atmosphere. Take a collection quest for instance, it could involve enlisting or learning from an herbalist to find an herb, exploring organically to find the herbs native habitat, some battle with a particular species that gathers around that herb, and returning it to the requestor, not to hand it in for a reward, but for a lesson in creating curative, which brings you into a crafting subgame. Afterwards you have the experience to find and create curative more efficiently, and perhaps establish searching and crafting mechanisms for the game. Weave in quality character dialogue and atmosphere into the experience, and you have a "mundane" task which weaves community and society into your game while establishing organic exploration and atmosphere. I think the measure to consider most is quality quests rather than epic or mundane. You can make some irritating quest with trivial dialogue and a quick follow the markers to retrieve an object for a trivial reward, or you can use quests in an organic way to teach players the game and introduce rich features like quality exploration and crafting. Consider something like having a camp wolf, trained by the herbalist, lead your character to the intended herb. It leads toward the target, shirks danger prompting you to defeat obstructing foes, gets lazy when it wants a treat, than continues to your destination. No silly HUD markers and artificial exploration. You'll later want to acquire your own camp wolf to lead and track down animals and herbs without a loan, you'll find traces of the intended target to get them on a scent, and train him to bring you to the proper objective instead of humorously incorrect objects. Making the experience feel organic will improve immersion for a prehistoric experience, quests and all.
  11. BahamutKaiser

    should i kill paarthurnax?

    It's a great dilemma to experience choice and consequence, having a few of these in an open world game make memorable moments, and allow you to distinguish your characters personality. I think the typical Nord might honor native tradition, while a foreigner might deliberately spite Nord values. There's a lot of antisemitism in TES. As a player, it also distinguishes the experience you have on playthroughs, so your not isolated to a singular set of events each playthrough.
  12. BahamutKaiser

    Brainstorm:Multiplayer RPG setting

    Druid and Merlin/magic user are synonymous. If you want additional magic classes, I'd use Druid as a naturalistic shaman, and have a wicked type of mage like a necromancer or sorceress, note necromancy doesn't have to mean skeleton summoner or undead lord, it could simply be a dark magic user and maybe access resurrection spells. Beyond that, you might want a heavy warrior, I don't think Little John smacks of armor, and a heavy armor warrior isn't exclusive to knights or the establishment, he may just have less polished or pretty armor. Your ranger could specialize in archery but be a good melee fighter with a sword, just not heavily armored. Other character variations could be foreigners, an exiled knight is a good way to include a fully armed horseman with wealth that would associated with criminals, a Norman style viking character could join as the strong man. You could have an Arabian style warrior as an assassin working against the cruel church, or even a Mongolian style horse archer, if there's an interest. You could mix up the cleric by using a holy maiden/nun as your religious character. The plot plays out like a lot of dark fantasies, reminds me of FFT, it's really about how you deliver the events and world that will establish it. If your going with fantasy, are you going to have any fantasy races? If so, you could weave them into the characters, but maybe be subtle about it, like have a Fae mage rather than a Druid. Somewhat dwarvish,but not overtly distinguishable from the humans.
  13. BahamutKaiser

    Is Making The Player Read Lots of Text Unusual?

    Fire Emblem seems to think it's fine :P
  14. I'm really into mythology, and whenever I meet someone native to the mythologies geography, I like to ask them for cultural clarity. What I found is, the average person isn't more familiar with their own cultures mythology than people who are actually fascinated by it. Hindu is still an active religion, so you'll likely get some scrutiny. Looking at SMITEs retcon of Kali for being accurately revealing, you'll find that it doesn't matter whether your being authentic, but whether your being sensitive to involved parties. Just do your research and give it a shot, than adjust with feedback where necessary. It's really random whether you'll receive scrutiny, due or unjust, but adaptation is a part of production. I mean, HEMA communities decry absurd over swing and ridiculously disfunctional armor, doesn't stop Dark Souls from selling, nor does Dantes Inferno answer for being a complete work of heresy. It's really about creativity vs SJW triggers.
  15. BahamutKaiser

    Slavery, Include Or Not?

    You could do some research on traders of the Era, and see if there were particular organizations at the time that prohibited slave trade. You could represent slave trade as a system challenge that competes with your trade while the players work to trade outside of slavery. You could also include it as a derogatory choice which has easy gains but steep penalties. The problem is, I don't imagine that's an authentic representation of the trade. Personally, I'd avoid a game about slave Era trading, it might hold some facination, but market wise, seems like an impractical liability.
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