I've got a game that I've been harboring for a few years now, that's almost nearly finished, except for the world "map" (it's a MUD-like text game), which needs a lot of fleshing out and connecting areas just yet... this is a game that I early on pledged not to ruin by indiscriminate hosting before it's ready... but as it nears readiness, I find myself wondering if it'll be worth it... if other people will find the game worth playing.
One thing I'm often accused of is not giving players enough to do in my games... when I play games, I prefer to "make my own fun", but I guess I err on the side of the easily amused... I know people who beat Donkey Kong 64 in less than a weekend, but I spent like the first three months with it just climbing trees... but I digress. Often.
Anyway, the game is meant to be high roleplaying. My other attempt at a high roleplaying game has been almost nothing but a headache to me... my other attempt at a text game, which was not meant to be high roleplaying, seemed to bring out the roleplaying urge in people, which is a definite plus if history repeats itself for this game.
Character creation is fairly detailed, requiring you to pick not just your character's starting attributes and skills, but equipment (including clothing) and appearance (in terms of colors and adjectives).
The setting is modern world, smallish town. The game plays out in real time. Monsters don't carry "gold" or other money... the only source of steady money is a job system... very simple, basically a way to convert your skills into a weekly paycheck, and working doesn't need to be "played out", you just have to punch a clock once a week to represent the fact that your character is showing up, presumably during your off-hours. You can rent a dwelling, from a sleazy motel room to a lush beach house, and even customize it to some degree.
A lot of the things available in stores are simply roleplaying accessories, to dress up your character or your house... there's no "armor" per se, but as many equipment slots or more than the average MUD, so you can put together a complete outfit and thereby establish your character's look. It even has smart layering, so pants or a skirt will cover underwear, a cloak will cover almost anything, etc.
The town the game is set in has things like a post office, a bank, a library (where you can look up different topics, including other player characters), and various stores, including a shopping mall with such favorite franchises as Sucklessories and Victoria's Underpants... there's also a fully functioning telephone system, which incorporates regular phones, payphones, and cell phones, plus an in-game email system.
So far, sounds like nothing more than a simple "real life" simulation, which oddly enough does seem to appeal to a lot of people, at least as a novelty. The fact that the environment is relatively small and jobs don't have to be played out would make it get boring, I'm sure, if that's all there was. Thing is... the "real life" thing is mostly a facade. Although most everyone appears human, some (probably most, if I know gamers) of the player characters are actually vampires or other assorted oddities... humans have many advantages in terms of starting skills and resources, which I hope will encourage a bit of balance in the mix.
Monster characters aren't automatically evil, any more than humans aren't automatically good... but obviously if your character needs to ingest blood or brains or whatever to survive, you've got a strong motivation to attack others and others have a strong motivation to attack or flee you. However, death is permanent, and you cannot (in most cases) tell the true nature of another character at a glance, so I'm hoping it ends up being more intelligent conflict than "see other player, kill other player"... have combat be the possible climax of interaction, not the beginning and end of it.
So with evil creatures trying to make a killing in the same town where ordinary human characters are trying to make a living, and middling-to-neutral creatures trying to escape detection and get by, you've got some built in tensions and conflicts, which I'd love to see evolve into player-vs-player plots. In case that doesn't happen, I've got computer generated events going on, too.
The small town has a monster problem due to a localized phenomenon (think Hellmouth/Kryptonite/Mixmaster, if you're up on your television watching). Random monsters in bursts... and when I say random, I mean really random. Each new species of monster has a random name (which is not displayed when you encounter them), a random description, random statistics, weaknesses, and powers... the average monster will be weak enough to be taken down fairly easy by a beginning combat-skewed player character, but some come out more powerful, or almost immune to most attacks. The monsters mostly start out in a cave outside of town, and then roam according to their nature... some will stay near where they're spawned, some roam, some aggressively hunt humans... and some are less discriminating. Only the most aggressive monsters will go out of their way to kill you once you're down, and few are intelligent enough to care about looting, but that does still leave you injured and vulnerable.
Player motivation for hunting monsters can vary... it can be a matter of necessity, for the pesky ones that wander right up main street or the ones that lay eggs that threaten to hatch and overwhelm the game... a matter of curiousity, or of proving one's skills... or the monster may be known or suspected to have something valuable, as random artifacts of varying powerful are also generated by the game, sometimes being "buried" in a particular spot with clues generated throughout the game, sometimes placed in the hands (claws, tentacles, pseudopods, whatever) of a monster, etc.
Equally random beings of vast power are ocassionally created, demanding this or that and offering a reward to the player character(s) who can do it for them. This is how the really powerful artifacts get put into play (and sometimes, taken out of it)... sample "quests" include slay every member of a dangerous new monster race, with a bonus for every one killed, bring a particular artifact to a certain portal to receive a boon, bring a human heart to an altar to receive a stat bonus, etc... permanent stat bonuses being very rare, artifacts which increase stats or skills while worn/held being more normal (so you can build your character, but more in a mix-and-match fashion.)
Experience points are a part of the game, but in a little different way than most games reckon them. They're awarded on a weekly basis, with several different one point bonuses available depending on meeting certain goals. Examples: entering combat, winning a combat, losing a combat (and surviving), reporting to work, slaying an NPC monster, encountering a new (to you) monster race, and handling a new (to you) artifact. Each of those is worth only one point, no matter how many times you do the action. Actually identifying a monster or artifact that no one has identified before is worth one point for each time you do it, as is slaying a player character who is your legitimate enemy (with few exceptions, this means a human slaying a monstrous character or vice versa.) These experience points can be used to permanently increase skills.
On a more day-by-day basis, it's possible to gain short term boosts to skills by studying or practicing them, and there are other ways to build up your character. If you have the Theology skill, you can build a relationship with different deities and then pray for bonuses to skills that fall within their domain (for instance, Apollo could help with archery or sun spells, Hekate can aid in magical skills, etc.)
I think that the classic "four categories" of gamers would each have something going for them, even if there's not much to physically explore, there would still be new monsters to check out, new prophesies to track down (a major way the game communicates impending monster swarms or holy grails or whatever), and the inventories in some stores change as items are bought and stock is replaced... socializers have a rich roleplaying environment in which to interact... achievers have numerous ways to improve their characters, plus the possibility of conspicuous consumption through big houses and fancy clothes... and killers have the ocassional hordes of mindless monsters to slay, plus the ability to legitimately go after the most dangerous game... maybe skewed a little bit towards socializers and achievers, but that's almost a given with high roleplay environments.
So what I want to know is... does this game sound like it has enough to do, or too much? Does it sound like it's too complex and too busy, or just like it's offering something for everyone? There are a lot of different things you -can- do, but there's no big flashing sign telling you what you -must- do... like Hedgerow Hall, there's nothing you're "supposed to do" except what you want your character to do. If you want to surround yourself with priceless antiques, that's what you're supposed to do. If you want to consecrate yourself to Set and sacrifice others to increase your mystical strength, that's what you're supposed to do.
I guess the easy answer to this is "Wait and see how it plays out," but I was wondering if anybody has any feedback... it'll be easier, both psychologically and practically, to make changes before I sew everything up into a hostable, playable format.
ID:153478
Dec 29 2003, 9:32 pm
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Sounds like fun. However, as you said, there isn't that much to explore. I think it would be interesting to have a sort of desert to explore. Each area explored would be randomly generated the first time, then saved. Most if it would be empty desert, though rarely you would find shrines, monsters, caves, artifacts, and all that good stuff. The exploration factor could be limited by requiring you to purchase survival kits (or somesuch) in order to go very far out into the desert.
This would bring about a number of extra roleplaying and exploratory additions. Maybe descriptions could be produced for explored territories. Oh, and to be fair to everyone who ISN'T the first person to go exploring, every once in a while, one of the explored areas could be changed, to add something interesting to it. Of course, this would probably be a lot of extra work, and I'm too tired. Oh, yeah, you should be able to write books. |
In response to DarkView
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A lot of the things you mention have been addressed... the post was just long enough as it was. :P
For the OOC matters: the game assumes that player characters are already part of the enlightened subculture that knows about the magic world. If a player chooses to roleplay someone who doesn't know about monsters, that's fine, but it's not expected or required. Vampires have to learn a Siring skill, which isn't actually "rolled against", but they spend a big chunk of it if they turn someone. The new Vampire doesn't have any Vampire attribute bonuses, and the skills they knew in life drop to 1/3rd previous levels (Humans start with three times as many skill points as Vampires.) Visible omens will be a factor for the bigger events... otherwise, characters with the Precognition skill will start getting hints (ranging from cryptic clues to bad feelings) a few days before, and characters with the Sensitive skill will know when the event has happened (and can get ripples of it a few days after.) There are newspapers, which not only mention strange geological or meteorological phenomena, but also which stores get broken into at night, where bodies were found, and other things. There is no "game over" event... if monsters overrun the town, it's really hard to get to work or the corner store until someone kills them. Gives players, even non-combat, non-monster hunting ones, a motivation to periodically hunt. The closest thing to a "personal" semi-random events will involve powers (either deities or the random elder beings) that the character has established a relationship with, and even then, those will be part of a bigger event... like being entrusted as the guardian of something or being given a personal message regarding an ongoing thing. Anything computer generated just wouldn't actually be "personal" enough. Vampires don't actually dust in this game, but I know what you mean. Some attacks do serious injuries, some do shock damage... if you take enough shock damage (counting serious wounds as shock damage, too), you pass out, if you take enough serious wounds, you die. "Invulnerable" critters take shock damage from everything, except things they're weak against, which automatically does serious damage. Vampires are weak against wood, holy items, sunlight, magic, and fire... so you can take them down with a wooden sword, or you can beat them to unconsciousness and then stake them. Stakes can also be wielded in combat like a knife, and you can go for a direct heart-shot, which if it succeeds is instant death (on a human or vampire), but the chance of that succeeding is very slim. Humans die the same way Vampires do... take enough serious wounds. They're the only non-invulnerable character in the game, but on the plus side, that also means they have no particular weaknesses. They also have one minor invulnerability... magic in this world cannot be used to kill a human. It can do shock damage and knock them out, but humans are too "real" to be killed by a magic lightning bolt or whatever. Natural healing takes place every 15 minutes. You recover 1 point of shock damage, and if you have no shock damage, 1 serious wound heals, leaving behind a point of shock damage (so a one point serious wound takes half an hour to heal.) Vampires who are not exposed to sunlight heal serious wounds before shock damage, and heal them without a trace. There is a hospital where humans can go for treatment, where you can get a near-instant healing of shock damage and accelerated healing of serious injuries. Time is synched to the real world clock, with fixed sun up and sun down depending on the month. Particular hours for work aren't important... again, it's assumed that actual "work" is done when the player's offline. Stores do have employee discounts, and there's other "fringe benefits", too... if you work at the hospital, you can steal blood and medicine, you can get into the building you work in after hours without breaking in, etc. |
In response to Garthor
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Any exploration would more likely be a cave complex, or perhaps other dimensions would sometimes open up. A desert would be out of place in this geographical setting, and being a wide-open space, would be more suited to a game with actual north-east-south-west orientations.
As for books... the library system is rather abstract, concrete "books" don't exist... but scholarly characters can publish notes on a particular topic and anyone researching that topic might turn them up. (If the topic didn't exist before your note, it does afterwards). |
In response to Garthor
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Garthor wrote:
Oh, yeah, you should be able to write books. Why would anyone bother writing a book when they could just use the internet? The players could have webpages (A page of text that can be accessed via typing http://[website name].com into a computer). The computer could then be used for pretty much anything from diary websites to research. |
In response to DarkView
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Because books are fun. Websites are not. Checking a website constantly removes from the RP experience.
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In response to Jon88
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I don't know why checking an in-game website would be less RP-immersive then reading an in-game book. You do get that he's not talking about a real external website but something within the game?
Websites would be fairly easy to do... I could even allow an actual webpage with HTML, but I'm concerned about people putting crash exploits, plus the fact that it would be internally inconsistent. I think I'll stick with raw text. Yeah, that makes computers good for one more thing. I'm tempted to include books, too, now, but I'm not sure how/if to tie them into libraries. That makes sense, but I'm not sure I want to manage a whole lending/borrowing system. |
In response to Hedgemistress
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Re-reading his post, I now realize that he meant an in-game website system. I probably had immediately discarded the idea that he could possibly be talking about a website inside an online game played on a real computer. The notes system would work fine unless some scholarly character had been collecting information on a particular subject for ages, and then wanted to publish it all.
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In response to Jon88
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It sounds kinda funky, I know, to have a computer simulation of a computer displaying a simulation of a webpage, all in a client program with an actual integral web browser, but it does fit in with a big theme in the game, which is the different ways to gather and distribute info.
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In response to Hedgemistress
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Books and computers would work great. You would have the thousand year old texts in the library, and the more modern theories on PC.
You probably wouldn't need a borrowing system, since any research book probably wouldn't be able to be borrowed. Although stolen to protect my Demon masters secret on the other hand could be extremely cool. |
In response to DarkView
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I suppose their could be two categories of books. The kind with basic stuff in them which the library mysteriously has an infinite quantity of, and those which cannot leave the library unless stolen for a reason similar to what DarkView said.
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I would just like to say that this game sounds exremely interesting and fun. Good luck with the finishing touches.
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I think you need more recreational activities. Origami, swimming, whittling, carving things, instruments, stuff like that. Something for people to do while they're not hunting to give them a reason to stay in the game. I think any game without little things like that to do gets boring really, really fast.
You should also add things like whistling where your "skill" at whistling depends on one of your other skills, like music for example. If you have a low music skill your whistle will be tuneless, but if it's higher it will be as beautiful as a bird. Also you should have just random animals that move around the towns. Birds, cats, dogs, stuff like that. You should also have homeless people who wander. Any city has to have homeless people. You could even make them give you something if you give them money. Items could range from old burger wrappers to nice things like jewelry (assuming you have it) or clothing. Try not to make all the cities (if there is more than one) too close to each other. If there's one thing I HATE it's games where you leave the city, go 10 spaces, and you're already at the next town. They should take about 2 mins to get between each atleast. Have some overseas stuff. Why? Because it's fun to make text boat scenes. Can have crazy captains and stuff. Have water splash over the sides occasionaly and you need to get off the boat soaking wet then. About the book thing, you should have training manuals that allow you to get 1 exp point in the skill and you could make it take 2 months or so to memorize one manual, depending on how fast the game clock goes. While I'm on the subject of time, don't have the time displayed just anytime you want it. Make the player look at a clock or buy a watch. If they don't have a watch just have them look at the sky and give an estimation "about midnight","almost sunrise","close to lunch time" etc. You need lots of puzzles in the game. Lots of them. Puzzles like this for example; You go into an area and you see a wall with a hole in it. If you look in the hole you could have it say it's too dark to see anything, if you POKE the hole your finger could get stuck in it, and you need to figure out how to get it out. Something like PUSH on the wall maybe, but other verbs like PULL the finger wouldn't work. Just fun little things like that. :) Don't allow a "wsay" verb. How real would that be? One person in california talking to someone else in florida without some kind of device? Your idea of phones would work for that, but there should be a way for people to have a sort of "wsay" thing. My suggestion would be magic. Have a magic spell that activates a channel in the world so you can hear other people's thoughts, and they can hear yours. You could also have items that give this power by wearing them, rubbing them, doing something with them. Tons of verbs. You need a whole mess of them to keep things interesting. Even ones that might rarely be used such as FOLD, TAP, PAT, ROLL, SNEEZE, BLINK, YAWN, JUMP, SQUEAL, SCREAM, LEAN, and all that good stuff. Dancing. Dancing can be fun. Have dance clubs or something that allow dancing. Outside of the clubs you would only be able to do simple things. THE BEACH!!! You need to add the beach. You could allow swimming in the ocean, playing in the surf, and SAND CASTLES!!! Uhh... I'm tired of typing and I need to go pee-pee, so I'll stop here. Let me know if you like my ideas at all. |
In response to Mystic Water Mouse
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You don't seem to have noticed that this is a text game. There is no map.
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In response to Jon88
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Not a graphical one, I know. Nothing I suggested can't be done in text though.
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In response to Hedgemistress
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Hedgemistress wrote:
Vampires don't actually dust in this game, but I know what you mean. That brings me to a topic I've completely overlooked, what sort of Vampires are you using? I just assumed Buffy style, because, well, your Hedgemistress =P |
In response to Mystic Water Mouse
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I thought you were giving suggestions for a more graphical game since things like dancing wouldn't work as well in a text game, and the distance of towns.
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In response to Jon88
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well, here's how I'm thinking the world will be.
I'm thinking it'll be made up of a ton of different "spaces" or "areas" each with it's own description. Alot like a tile in a map. And all the "spaces" put together would make the world map. And about the dancing, it does work in text games, it's just not that great :P. Could have text like "You sweep [person] into a dance" and "You dip [person]!" You know, stuff like that. And as for the city distance, it would go back to that "space" thing. Cities would need to be more than 10 "spaces" away from eachother, maybe more like 200. If this is still unclear let me know, cause if it's unclear for you someone else might have trouble aswell. |
In response to Mystic Water Mouse
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Another thing I just thought of:
Natural obstacles. Fallen trees, cracks in rocks, rocks to climb, stuff like that. Have them hidden in the room description so you need to read carefully and then do something like CLIMB the rocks or GO in the cracks. |
I think hosting before it's ready would be a bad idea, unless you cut out a chunk of it so it was a "complete" demo.
So far I've liked pretty much everything you've mentioned, but I think it's going to be plagued by two things:
-Lack of graphics. The game seems like it will attract a lot of peoples attention, and most want pretty stuff. This isn't a big deal, and I'm sure you've already gone over the topic.
-It sounds like there will be a dominant group of players, and a lot of OOC factors (Ie, Vampires will run a muck, and everyone will know they exist before they even encounter them in-character).
I've also got a few suggestions you might want to consider (and some questions).
This way the new Vampires will have a short stat boost to get used to things (possibly even kill the one who siered them if they didn't want to join the ranks of the living dead). Also the new Vampires perminant bonus (I'm assuming there would be one for this) is based on how far below base the old Vampires stats are. So the second new Vampire will be weaker then the first.
This would also have to work into a "Newspaper" system, otherwise those offline will never hear about certiant events that should have woke them during the night. It could also give clues to whats happening ("Newsflash: Scale 4 Earthquake, epicenter, the old High School").
These would also have to be balanced with non-supernatural stuff, otherwise everytime there is a news worthy event everyone will jump on it.
To use Buffy as an example, a player spends barely any time interacting with other players, then there is a very slim chance that they will become invisible. Obvisouly you couldn't use that without changing the games name to "Sunnydale: Life on the Hellmouth", but it's the only example I could think up.
Anyway, it sounds great. One thing that does have my worried is the "life sim" aspect of it. I think that appealing to two differnt types of gamers is a risky gamble, but if it pays off it will be great.
Also, I know life sims are rather popular, but I'm not sure how people react to text life sims. Most of my friends loved the sims, but simply because you could make the cute little people do stuff.