Aug 24 2005, 2:04 pm
In response to IainPeregrine
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Maybe we could combine ur idea with a standard, HP and MP game. Becuz many rpgs r meant to be long term games, and the ppl who play it live to see that LVL up window pop up... Well, maybe we could implement a strategy element with an RPG that also has the standard model thing... Like maybe have a better enviro interaction, have more realistic events (like the ability to hide in the bushes, call for help...(requires no world chat implemented..), enviro help (trees turn help you attack...),mud ice makes movement difficult, surprise meter(allows for a totally high critical hit from a low surprise meter from enemy, may get higher if sighted.),make ai very very very smart. Such and such...feel free to bash me or add to the list.
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In response to Lou
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Use Morrowind ideas.
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In response to RaditzX
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No RPG is perfect... Id think only taking in ideas from Morrowind will suffice. But since I haven't played Morrowind, I dont kno wth im talking bout...
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In response to Lou
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I like the idea of individual skill systems, its more realistic. Like instead of one generic level, you have multiple levels of varying skills. Im not talking about runescape crap, attack, defense, whatever. Like,hey. Marrowind. :P
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I love an immersive environment you can get lost in:
Treat it as creating a Roleplaying World rather than a Roleplaying Game. It should encompass all facets of life and death in the world the character will live in. Culture, economy, biology, history, recreation, ways of life, people, traditions, places, language (not just English, a new language which is spoken throughout the game and not just 'magically' interpreted to the gamer as their native Earth language, and must be learned since the npc's speak it, or at least use Esperanto <Wiki'ed> if thats too complex) and whatever else. I love interaction between all things: Back when I was playing Metroid Prime, I was amazed when the Metroids began fighting the Pirates or how they could get bigger when they drained you. idk, I just like how the interaction occurred and it surprised me and I loved it. It took a lot of thought to include the little things like that. I'd like to see fully destructible terrain and it effects everything people do. Blow a hole in a wall with a fireball or cannon? The creatures of the surrounding swamp break in and you have to fight them. Whoever is left rebuilds the town and outcasts you. Maybe even writing a story about "EGUY the Swamp Bringer", and how his treachery let in the beasts of Ordal Swamp. Every person in our world can make a change, in a game it should be the same. A person's actions should make quests on its own. So instead of that town being destroyed Dan could magically appear from the tropical(see Edit x2) plains to the north, where he has been kept hostage for years for got paying tribute to the king, and fight off all the monsters and become a hero or even mayor. Then go on to making the town attack the swamplands to destroy all the monsters in one big mob. Then he can use his prestige from that town to create an empire among the surrounding towns and create the Byond Empire, which turns evil due to the Demonic Braineaters of Zen. Then EGUY the Swamp Bringer defeats the empire and loses his exile-ship to become a hero. Something like at... :P Edit: I'd like to make something like this in the future with my 3d game making software (its a AAA gaming engine, Torque, used with Tribes), as an MMORPG with probably 10's or 100's per server rather than 1000's since too many people makes for a less immersive experience since not everyone is going to be a hardcore RPer. Something like this would probably be best off in 3d or something, (dare I say it?), a little more robust than Byond(ack!!! lynch mob!). Though it can be done in 2d. Edit 2x: And please, for the love of all things RP, avoid RP stereotypes! Especially for names, like Death Mountain. Ocarina of Time got away with it because it is awesome. And no more frozen Northern tundra, I'm lookin' at you WoW! In fact, I cringe at anything relating to death or gloom in a name because it is so cliche. Plain of Despair, cringe, Death Mountain, cringe but OoT rocks... I also cringe at names of people of bosses with death or the related. Death Lord, Lord of Pain, Doom Master, cringe^3. Its sort of like compensating for the boss ending up being inept. Anubis and Osiris are perhaps some of the most cliched of all mythological references. But an Egyptian RPG featuring the gods and all that lore would be awesome. Roman or Norse would be good too. Historical RPing hasn't really been touched on by the gaming industry and is a chance for some educational (Ack! another lynch mob??!?!) and exciting games. Edit 3x: In response to my other post in this thread and my Killer7 thread, a cell-shaded MMORPG would be cool if done right. |
My answer once and for all: What I want to see in an RPG is a maker who understands roleplaying, gaming, and development well enough that he dosn't have to ask the public at large for general advice that will mold his game. He should be independantly minded, strong willed, and have his (or her) eye on the goal. That's what I want. Beyond that, I like some RPGs better than others. Do your best with the knowledge you have, don't try to patch something together by hacking at other people's ideas.
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In response to PirateHead
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Wat??? Dude, hes asking for help and we should give it. After all, its us who play his game, and he should ask what we want. Add in some of his own ideas, and get some help from us, that should make his game better than his ideas alone. Independently minded doesn't mean inflexible...ya kno... But i respect your opinion, so ill just sthu now and go play halo...
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In response to PirateHead
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PirateHead wrote:
My answer once and for all: What I want to see in an RPG is a maker who understands roleplaying, gaming, and development well enough that he dosn't have to ask the public at large for general advice that will mold his game. He should be independantly minded, strong willed, and have his (or her) eye on the goal. That's what I want. Beyond that, I like some RPGs better than others. Do your best with the knowledge you have, don't try to patch something together by hacking at other people's ideas. He just wants to know what people like... Christ.. |
In response to RaditzX
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RaditzX wrote:
PirateHead wrote: That's it! A Jesus RPG game! Take that Jack Thompson!!! Make it all cell-shaded so it looks like South Park. |
In response to EGUY
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Yea and jesus should be half-squirrel that's on the run for rape!
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In response to PirateHead
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Then again, my dear chum (*cuddles (not seen you around for a while)*), knowing what the target audience likes and doesn't like is fairly good knowledge.
You know that the best real-world developers read *everything*? People like Rare, Free Radical (go British developers! <_<), Bungie, all the best, they read every review, every opinion...they read everything. That's why they know how to make such kick ass games that are so cool and relevant, so much what you want! |
In response to Elation
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X-Play!!! People should start listen to Adam and Morgan!
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In response to Xooxer
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Role playing. Meh I doubt you'll actually get that out of one :P. |
In response to EGUY
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Except about a controller belt for the Revolution.
Actually, most of Adams ideas are bad. They should just listen to Morgan. |
In response to Lou
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Wow. Elation, you, and me. I think that we're the only people on BYOND that like Halo. Everyone else seems to hate it.
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I am making a RPG and I want it to be unique and fun so I am asking everyone. What do you want to see in a RPG that you would want to play? Well here's some genre inspecific stuff to consider when making a game. Throwing together a bunch of cool sounding features or innovating does not neccesarily make a good game. Blizzard is a great example of a company that just uses ideas already done then polishes, balances, and play tests a game to death until it is great. The end result is generally a great game. The key thing you want to do is identify your core gameplay(ie what the players will spend most the time doing) then for every feature consider how it affects your core gameplay. Any feature that has little or no effect you should really just consider dropping unless it is trivial to add. Things which detract from it or make it more annoying you should definitly scrap. While asking for things people like in a game is good for collecting ideas you really need to consider how it will affect your game. Also RPG is quite vague as everyone has their own idea what an RPG is so you should be asking for what you are focusing on. Is the focus tactical combat(hackk and slash), puzzles, npc interaction, a survival sim, or something else? If a game is meant to be hack and slash something like requiring the player to eat would just be a tedious obnoxious addition however if it is a survival game it may be a crucial gameplay element. If it is a survival sim and you throw in a bunch of puzzles you'll detract the player from the survival parts which may be bad if a player doesn't really like puzzles. Though this isn't to say you can't mix various features. If you want to in some way limit the players exploration distance in a hack and slash game requiring food which is only availible at towns is an excellent way. This will limit the players distance they casn travel from a town unless they manage to increase their capacity to hold food and adds a certain risk to long distance exploration. However if you are just adding in a food requirement just because you can and don't factor it into the main gameplay somewhere it'll likely end up just being tedious. So figure out more specifically what you want your game to be and the features people come up will likely be better for what you are trying to do. |
In response to Popisfizzy
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Wow. Elation, you, and me. I think that we're the only people on BYOND that like Halo. Everyone else seems to hate it. WHAT!? I love Halo! Whoever doen't like Halo shoul be shot!*envisions mass murder among the ppl and withdraws statement* I take that back, should be kicked in the nuts. How can anyone not like Halo? I say a fully interactive environment. I keep imagining a battle with 3 monsters ib an alley with a tower. You get an idea attack the tower. the tower falls and crushes 1 one of the enemies. Or another, you use a fire attack on a small ring of plants and trap a enemy inside til it burns out(or it could be a stupid ass enemy and try and go through the fire and catch on fire and burn to death) or the enemy uses like water on a small portion to make a gap. Was that too much interaction cuz that would be awesome and I'm gonna use it in the RPG im making. |
In response to Hiro the Dragon King
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Hiro the Dragon King wrote:
How can anyone not like Halo? Quite easily - but let's not go into that. =) Was that too much interaction cuz that would be awesome and I'm gonna use it in the RPG im making. Having physics systems plastered all through the game as you describe can be lots of fun to play. Unfortunately, it can get extremely complicated, especially when you start trying to program your AIs to use and manipulate the environment to their tactical advantage. If you think you can handle it, go ahead - but it can get tricky. Physics in a strictly 2D world can also get interesting - for instance, you have to work out how to implement the tower in your example, as the world has no "height" as such. |
In response to Crispy
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Physics in a strictly 2D world can also get interesting - for instance, you have to work out how to implement the tower in your example, as the world has no "height" as such. Well it doesn't exactly need physics(such as height), you just have to code what direction it falls and how big the newly spawned top of tower on the ground is. I was also thinking about making a maze. But if your strong enough, you can just attack the walls and tear 'em down and go straight through, if you know which way to ga cuz either way you can get lost. |
In response to Theodis
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In Skies of Arcadia, an RPG that was based around exploration and turn-based combat, the concept of supplies was semi-present.
You flew about in a flying ship fighting ship battles, and also take your characters down to the ground (for towns, and generic dungeons) and fight combat there. It was turn-based, random-encounter combat, so you weren't sure how long your supply of healing crystals or food would last (for healing your characters and ship). Plus, if you knew (or didn't know) how civilised the land you were flying to (no towns/supplies to be found), you would have to take this into account and often spend quite a lot of your gold on 'supplies', stocking up to ensure you wouldn't run dry on the healing items. In this sense, it was like buying food, except not about eating to sustain you from dying. |