DesignerGuy

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About DesignerGuy

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  1. Writing for Multiplayer

    Well, a variant on that, I suppose... If you think about it, you (the developer) control the environment. The players control what happens in the context of that environment. If you want to tell a story, you achieve your objectives by manipulating the environment. Easy example: *Objective: revamp an old dungeon to revive player activity in an area. Dungeon is old news, contains your basic challanges, is on the border of dangerous wilderness. Players use it more as a social place than hunting, because it just isn't dangerous anymore. You want to disillusion them. *Story: The nearby tribe of Orcs is facing a hunger shortage when they are pressed upon by a plague of dragons. Their desperate spellcasters cast big ritual that summons an elemental of the earth. Unfortunately, they no longer have the means of controlling such a being, and it runs off. It makes its home in the convenient dungeon, traveling through the walls and striking where least expected. It exerts control over weaker creatures, drawing similar elemental creatures to it, and sets up a little kingdom. *Breakdown: The Orcs aren't dangerous enough. They need to be kicked out. Solution--dragons (small.). This pushes the Orcs to cast spell, which conveniently solves the dungeon problem by turning it into a trap of unseen enemies (I'm sorry, boys, your swords won't do much good if your fighting earth elementals underground). If you push this in stages, first increasing dragon spawn, and giving Orcs: "I'm worried about dragons" lines, then you wait. Once there's a critical mass of dragons (so players could actually supress this story for a while) then the elementals bust loose. Have a rapid build of power of the dungeon, but still a transition. Lower Orc spawn rate over time as they die out. NOw you have a dangerous area. a little standard, to be sure, but you get my point. You manipulate the environment to provide the story. Larger events merely happen on a larger scale.
  2. Human Female Models...

    posting as the designer of said role-playing game: Fantasy RPG, like so many out there (ignoring all the things I'm doing to design to make it better), with a big focus on player interaction and an atmosphere that conveys that the game is a game of people, not a game of hit points and levels. I, of course, have my own opinions, but I'll leave them out of this. This is really a question of style that'll affect the whole game, and we just want to get some instant feedback on what a larger audience thinks: either way will work just fine, and we're checking to make sure that personal preference doesn't overturn making a good game.
  3. Collaborative Game Story Survey

    1) - Genre: no preference - Characters: super-evil wizard - Abilities: Fireball - Tropes: Forest-dwelling elves - Plots: Save the world - Settings: Tolkein fantasy 2) - Genre: no preference - Characters: no preference - Abilities: physical magics (i.e. flaming fists, heal self) - Tropes: Craft guilds - Plots: Law-enforcement style--think Thief on the other side of the law. - Settings: A modern fantasy. Guns and magic (the only magic being primarily concerned with physical enhancement, nothing like fireball) 3) What is not an idea of yours but might be cool to see in a single-player RPG? - Genre: No Preference - Characters: No Preference - Abilities: Flight (see Dark and Light) - Tropes: mob! - Plots: No Preference - Settings: Fight on a rope bridge over a rushing river. 4) Romance has been mentioned a lot recently. Please describe in as much detail as possible how much and what kind of romance you would want the game to have. -I'd like to see the romance confined to FF-style. That is: one character interested in another, and may have ramifications, but only in the sense of "go on a quest to save the lover". 5) If you could only choose one item you have listed above to go into the story, which one would it be? -Modern fantasy.
  4. No nudity. Absolutely not. If you're going for a serious game, that'd shoot you out of the water better than any terrible design decision. Suggestive armour has always been around, and should be included. Nothing terribly revealing. The idea is to [u]suggest[/u], and that means that more is better (try that for counter-intuitive). You get much sexier outfits when you use more finesse and less blatant flesh-baring.
  5. Your ideas on making an RPG Battle System

    ...skipping the above posts for time... Well, in the more classical style, such as FF or Chronotrigger, I'd go with something like Chronotrigger, but easier to grasp. I liked how units moved around, and where they were affected tactics. In the modern sense, that really depends on the game. D&D provides a basic model, but if you're using a computer, you can definitely improve on anything pen and paper has to offer. Your system should (obviously) reflect your world, and should never have a steep learning curve. It can be complex, but it should be easy to pick up on at first. In-depth tactics can always come later.
  6. Isthmus - A game story concept

    Quote:The opening dialog with the man may not be subtle but then, it wasn't suppose to be its merely a vechile by which Lee obtains the game and the story begins. It seemed a lot better the rather contrived method of Lee reciving a mysterious package. "merely a vehicle"? With no disrespect, that's ridiculous. The method you're using is only slightly better than the package. If you want to make the game interesting, every aspect needs to be well written, including and especially the intro. I know that I'd drop any game with that clumsy of a "hook" unless I had some powerful motivation otherwise. As for studying...may be realistic, but people aren't playing your game to learn Trig.
  7. Isthmus - A game story concept

    Well, not to be completely annoying, but you probably want to fix all of the spelling and grammar... Refine the concept before proceedin. Think it through. Think of problems, strengths, weaknesses, the whole game. I'd also rewrite the dialogue with the man. It gets the idea across, but is n't exactly subtle. The whole thing is a Pygmalion+cursed-item hybrid. Interesting concept, certainly, but because of the familiar elements (a strength of a kind) it comes with the built-in weakness of being hard to write and make interesting. The merging of worlds, the "impossible love", the name Areial ("The Little Mermaid"), the stereotypical characters...it all needs to be refined. Work on it a lot, and it could come out to be really cool. I really like the name, though. A good word in any case, and fitting without being overly cheesy.
  8. RPG Stats Concept Game Design

    d20 as a system isn't all that bad. It's just hard to role-play with, unless you're playing with a good group. If you have a good group who understands where the rules can be bent or changed to make the game more fun, then d20 is an excellent way to start, because it's so easy to use. I haven't checked out the site you posted, but I intend to. Different ideas are always nice.
  9. Decay rate needs to be fairly fast. Maybe not begin quickly, but when it starts, it should eat through the skills pretty quickly. If they're using the skill with any sort of regularity, then they'll keep it in shape. If they're not using it, then they should fall out of practice, as it obviously isn't as important to them. Of course, any system of decay needs to be tested very thoroughly. Social skills are nice, but they're difficult to implement on a computer. The easy thing to do is combat. I still think that a faster decay rate will be needed, but without testing the game, I couldn't say for sure.
  10. need some advice

    ...something of a big decision. :) I like the pictures a lot, but I'm not familiar with half-life, so I don't know how much of that could be considered your work, and how much is the engine's or software. Of course, it's always possible to find a group or a game that'll take your designs and models on contract, so you could be in school for a PhD and working on a game as a hobby of sorts.
  11. What do you feel is lacking from game stories?

    what I'm saying is that you can take the same story and write it in any setting. It need not be word-for-word, but it would be entirely possible to do LotR in science fiction or realistic fiction. It just wouldn't be as good, because it's the fantasy version that is entrenched in our minds. Setting is morphable. Not unimportant.
  12. The definitive guide to game writing inspiration

    hehe. The "non-writers really have no business writing stories" is a great elitest attitude, especially when you take it out of context. There are people out there who really don't know how to write, and it should be punishable by law for some of them to pick up a pen; however, many of them manage it anyway. At least we can help them along the way.
  13. I'm dealing with a similar (though only in concept) skill system right now. The Bob Syndrome (as I like to call the cookie-cutter-character problem) is prevalent in all games. It was what the class/level system was originally designed to prevent; however, with computers to back our calculations, classes and levels are outdated (never in pen and paper; I don't see them ever going away there). To prevent Bobs from appearing, it is necessary to make the learning curve very steep on the higher skill levels. Also, a faster decay rate would do wonders for you. The way you have it, anybody should be able to make Expert everything. With a faster decay, and a more permanent one, then it'll be practically impossible to do so. To maintain an 'Expert' rating in more than 3 things should be hard merely because of time issues. I belive in decay to a threshold; I practice Taekwondo, and acutely feel an absence of more than a week (usually through numerous head bruises caused by somebody's foot); the threshold in a game should probably be lower than is realistic, as the game's characters do nothing but practice with a sword or magic. If they had a day job, a family, and a few night classes at the community college, a higher threshold would be in order, but unless you want to create the Sims + swords and fireballs (mmmmmmm...burning Maxis animations....that'd be fun....), it's probably not a good idea.
  14. Naming game

    sounds safe. I'd also dispense with the capitalization. Go for something like -Type or -type or even Rtype, rType, rTYPE...
  15. RPG Stats Concept Game Design

    good points all around. Diablo wasn't an RPG; but you need stats to show a character. Attributes define the character you play. If you find another way to do that, you've just struck a goldmine. d20 also carries liscensing issues though.