I was thinking of making a new game, however, I'm not sure what to make. So I'd like to ask everyone out there for their opinion. What kind of game should I make?
Here are some examples:
- RPG with Theme (Storyline)
- RPG Do Whatever
- Defend the Castle
- Theme Based (Fan Game, etc)
Also, what sort of in-game setup would you prefer?
- .Hack Style: A city with a warp gate to take you to other areas where you can do whatever.
- RPG Style: A few large contenants with several smaller islands.
- Baten Kaitos Style: Many islands of verying size and enviornent.
Note: That I do intend on making original games not more copy-offs.
Give me some good ideas to play with, thnx. XD
ID:265706
Mar 5 2007, 12:38 pm
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Mar 5 2007, 12:54 pm
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I like RPG where you do whatever you want. But have quests and stuff. And loose classes. Like, you pick to be a warrior or something, but you could be a warrior who could cast low level spells or like a tank.
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I like RPGs of any variety, but I think the system of continents and/or islands with hired transport between them would do nicely.
I think the character the player builds should determine their class - that means the skills the player uses most will determine their class. (A player who uses the newbie spell a lot will gain more spells and power, plus eventually will gain a magical class.) Classes could have benefits, otherwise they'd be just labels. --Vito |
There have been literally dozens of people who ask the same question, and the answer I always give is the same: don't let the community at large decide what you want to make. You decide what you want to make, with input from the community at large.
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In response to Jtgibson
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And thats exactly what I'm doing is asking what their input is. Making an online game is no fun if you don't have people who WANT to play it. The game WILL be of my own personal design and interests, I simply want to know if those interests are similar to that of the public. That way I know wether or not this game is a waste of time.
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In response to Yume_Nasuki
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If you make a fun and interesting game, I will play it -- and so will many others. This has nothing to do with whether I input anything into the game's design to begin with.
Take Sonic the Hedgehog for example. Sega wasn't like "Hey guys... what kind of game should we make?". They were like "Here's Sonic! You can run and get rings and fight boss battles!", and players said "Cool!". Players would never have pitched the idea, "Make a blue hedgehog game where you run around and collect rings." It had to be the creator's imagination and creativity that gave birth to such a memorable game. Let yourself have creativity and make whatever game you know you can make. If it's good, players *will* like it and it won't be a waste of time. |
In response to PirateHead
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Make a robot monkey fighting game :P
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In response to Vito Stolidus
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I hate multi-classing. The thought of it makes me cringe.
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I like the .hackstyle, where there is one main "town" if you will, and then you teleport to dungeons, etc.
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In response to Darkdemonrad
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No multiclassing. As the character's stats increase from use, their class changes to fit the relation between the stats, as in this example:
Classes: Generalist (20-30% Magic, 20-30% Melee, 20-30% Stealth, 20-30% Ranged) Soldier (60-90% Melee) Champion (>90% Melee) Task Mage (60-90% Magic) Archmage (>90% Magic) Scout (60-90% Stealth) Theif (>90% Stealth) Ranger (60-90% Ranged) Bowman (>90% Ranged) ... ... Fill in the gaps... I'd do maybe two dozen classes. (This is only an example of the idea, not of my class name suggestions or my system-of-xp-management system. And to remind, each class has advantages, so when your class changes, your resultant stats (the ones the player can see, like HP, MP, and damage) change as well. --Vito |