Ensya's that silly graphical chat I put together and quit working on a few years ago. I'm divided on it because I love the graphical aspects and the way buildings are put together, and the map portions of it in general. But I have an immense hatred for the fact that there really is nothing for people to do accept talk to each other and find gems lying around, or write books if they're so inclined. Most people log in, take a quick look around, and leave, because there's nothing to capture their interesting. There really isn't any gameplay.
So, I'd like to ditch Ensya and use the graphics on something else, but while they would be great for any RPG type game, I don't want to build a game that's based on mindlessly killing things like most RPGs out there. I wouldn't totally be against adding weapons and armor and combat if it were only a side point to make a roleplaying RPG more interesting (exploring a vast forest is always more fun if you're experiencing a sense of danger). But I can't figure that anything like that would be quite right using smileys, so I want to use something else instead but I'm not sure what. I'm also just plain not sure what I want gameplay to be, since these days, 90% of games that function in their own fantasy world are based on killing things, and I don't want that.
Any ideas?
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ID:153685
May 6 2003, 10:42 am
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You could try making it so that there are mini games scattered across the world (Like the ones in the Legend of Zelda games).
Add a huge world too explore. Acually, it might be a fun game if you took all the basic principals from a Zelda style RPG, then got rid of the combat. If you keep combat in, make it more challanging. You dont constantly get attacked, but when you do it usually takes a special technique or item too beat your foe. For example, Im walking across the bridge from Decadare too Menadra, when suddenly a skeleton jumps out at you. Naturally every time you beat the skeleton he just puts himself back together, so your going to need something more powerful then just a sword, your going to need a blessed sword! That way you have to complete puzzles, win items, help people, ect before you can gain access to differnt parts of the world with new and more in depth challanges. That would make it more then just a graphical chat. |
Hmmm... how about a game where you're a monster, and a bunch of ruthless "players" try to kill you, and you are absolutely powerless to stop them?
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In response to Garthor
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I'm already making another game like that. :P
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In response to Garthor
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Sounds great, you just have to make sure that you include super "players" called "GMs", who can turn any other "player" into a GM just by touching them and yelling "1337 d00d gve dim 4 gM!!!!!!1!!121!!!".
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In response to Garthor
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Garthor wrote:
Hmmm... how about a game where you're a monster, and a bunch of ruthless "players" try to kill you, and you are absolutely powerless to stop them? Dungeon Keeper had a similar premise. |
In response to Deadron
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Deadron wrote:
Garthor wrote: Minus the 'absolutely powerless to stop them' part. >:) |
In response to Leftley
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I have been musing over an idea like that for some time. What I'd love to be able to do is to make a game so popular, you hardly need NPCs - the shopkeepers, bandits etc are all played by PCs.
Tricky, but fun! |
In response to Jar'anthe Perrife
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Sounds *cough* familiar.
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In response to Spuzzum
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Well I'm sorry for not knowing.
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Why not just modify ensya? o.o peronally I really liked it ^_^ Just add more neat features o.o
Maybe add in a ball object o.o maybe some kinda little bug or something that runs away from anyone if they get too close (so you can play tag or whatever with it) o.o maybe a randomized maze or something ^_^ Just thoughts o.o I do really like ensya |
Foomer wrote:
Ensya's that silly graphical chat I put together and quit working on a few years ago. I'm divided on it because I love the graphical aspects and the way buildings are put together, and the map portions of it in general. But I have an immense hatred for the fact that there really is nothing for people to do accept talk to each other and find gems lying around, or write books if they're so inclined. Most people log in, take a quick look around, and leave, because there's nothing to capture their interesting. There really isn't any gameplay. Here is what I propose to your problem Mr. Foomer. Create a graphical interface with move over changing buttons when a player first enters. Then these buttons will lead to diffrent sections of the game. Have the archive as one and then add mini games and other types of things to the interface of buttons. Allowing the person that enters be able to pick what seems most intresting to them and try it out. Then just hook up a verb or hud button that can send them back to the main menu. Also if you need any help in graphics with the graphical interface I would be more than glad to help with you free of charge. Example (1)Archive (2)Phsyco Smiley [Pic of a book] [Pic of a smiley dead] (3)Chat (4)FaceMatcher [Pic of Smileys with ballon [Pic of smiley on card text over head] with angry face below it] |
In response to Jar'anthe Perrife
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Jar'anthe Perrife wrote:
Well I'm sorry for not knowing. Don't tell me you've never played HrH? |
Big MMORPGs of RuneScape quality is always good. Of course there'd only be one Moderator, you, and the system could 'moderate' itself when your not on. And a great combat system (Most RuneScape clones on BYOND just take graphics from one thing, some turf code for a RPG demo, and a overused Battle system that is nothing like RuneScape.. The ability to create custom metals, or for the world to create custom metals itself (Make black armour, use RGB to adjust the colour, and a random name generator for it.) Just make sure it isn't TOO real. Like if you log out, someone could be killing your character, or you could die of thirst/famine. Because remember, its a fantasy game. Custom GUIs are good too, but I'm sure they'll cause a great deal of lag.
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In response to Flick
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I quite enjoyed dungeon keeper 2, being able to go into the perspective of one of your minions and(being an imp)get done exactly what you want done, when your little dastardly imps wouldnt listen to you.
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In response to digitalmouse
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I have never played HrH. There, good enough? :D
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Foomer wrote:
Ensya's that silly graphical chat I put together and quit working on a few years ago. Hardly silly. It was pretty level-headed, if the smiley approach was odd at the time. There really isn't any gameplay. Unfortunately, you are correct. What I'd really like to see added are mini-games inside Ensya. Chess, dice games, a deck of cards. Many of the people who have written such games have played Ensya, and would probably love to donate their work (in whole or part) to it. I'm also just plain not sure what I want gameplay to be, since these days, 90% of games that function in their own fantasy world are based on killing things, and I don't want that. Sigh. Games offering "INCREDIBLE SUPER EXTREME FLOWER-PICKING ACTION" pale in popularity to games that promise the ability to crack open the heads of other players, then dance on the matter that oozes forth. I'd really enjoy the ability to hug trees. It makes you all warm and fuzzy inside. Any ideas? I've been toying with an idea of a game based around religious wars of some kind. Converting the most people, preaching your respective words in as violent or pacifist manner as you please. This will probably get mass amounts of hate mail, but the idea does seem amusing. On a side note, I love Ensya. I'd love to see it hosted regularly even more. --Tarmas. |
In response to Tarmas
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I agree with the last statement you made. Ensya is really, quite good. You are right, there is no gameplay. How about a few simple modifications so that instead of cracking open heads and such, how about an economic model? Players could be given a certain amount of EP(Ensya Points) every so often, like the system in HrH. This would encourage people to play more. You could have a statpanel tab like a shop, with paper to write on and such.
AAnywho, I'd hate to see Ensya die. How about uploading the dmbs and letting people host their own worlds? |
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Standard RPG formula is to have a detailed combat engine which functions as the game's basic activity, with an economic model on the side supported by combat (killing things is the main source of resources). Switch this around--make the game driven by a detailed economic model, with lots of emphasis on investment and trade, which in turn supports a combat system on the side (because you've got to have some risk if you're, say, taking a caravan from one city to another).
[EDIT] There are tons of variations on this, too--players might be trying to build up religions, carve out settlements enlisting NPC followers, etc. But the basic idea remains the same--instead of a tactical-combat-game-in-brief, you've basically got a business/builder-sim-in-brief.