MISSION BASED RPG

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I am in the middle of making a mission based RPG Game. Basically rather than the traditional approach of exploration and quests etc you are living at the base and get some given set missions. Basically when you accept a mission you teleport to the beginning of the mission in whatever region its located in the fictional world and have to complete it. Once it's done, ending scenes etc of mission and you return to base. Back in the base you can rest, buy new Items, enter a training facility and take on new missions. Missions are your source of income. Some will be optional, some you have to do and some missions take longer than others depending on the complexity.

Quests will play a role in some specific missions as well. Some long missions may have a variety of quests the player can engage in within them before completing them, examples of such will be investigative missions which requires you to interact with towns people and etc. (Quests will mainly be optional within complex and long missions.)

I am curious what you guys think about this kind of idea. I am thinking of implementing it into Combat Specialists. As soon as you complete the first mission or introductory mission you go straight back to HQ like every other mission once it's completed. Each mission will try to be original with a range of characters to meet and have its own unique story but relates with the main plot in hand...

Also I would like to know what the community wants for missions available whether they are, preventing bombs in a time limit, solving mysteries, generally taking part in wars/battles and slaying fiends etc. I would like to know what missions you think would spice up the game so I can jot down some ideas down.
Marrend
Guardian of the Description Thread
21806
I tried something like this once. Except I had nothing but "eliminate all enemies" missions. I figured that players got money based on the number of kills. However, I also allowed players to return to base before the mission was considered "complete", so there was certainly potential for abuse.

I forget how I implemented how players took up missions. I think there was a mission computer (This was a sci-fi setting), set up with a SHOW CHOICE, but I could be wrong.
I won't allow the player to abort mission unless it's part of the narrative plot. Missions are a must for a Combat Specialist, there's no walking out of it. Mine is like ff8 style sci-fi. I think that's a good idea with the mission computer but it does sound quite complex to do. I want to keep it simple so I can definitely finish the game.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Multiple missions in the same area (that the player can't do at the same time) are a nice way of both reducing the amount of areas you have to design, and also making the player feel like the game world is more solid. Think Super Mario 64, Super Mario Galaxy, or Kingdom Hearts: 368/2 Days. Depending on which mission you took, there might be diferent enemies in certain parts of the map, or a new boss, or some irrelevant areas blocked off. As a player it was actually enjoyable to explore an area and feel like my familiarity with it would be useful again in a later mission. However, it's also possible to do this poorly and make the player feel like he's doing a bunch of the same stuff as he's already done, if you aren't careful to change exactly the right amount of stuff.

As far as plot ideas and destination ideas for missions go, it's hard to say without knowing the entire plot of your game. It sounds like you at least have a setting, but do you have a theme? Is it gonna be a large mercenary organization like FF8, or something else?

If you haven't already, personally I'd start by coming up with a few scenarios that make you go "oh man this type of story would just not be complete without something like this." Then I'd save working on those scenarios until you're really comfortable making missions, so that you will know how to make them be really cool and fun and stand out. And work on the lame in-between parts for a while, first, instead. Heh. Missions let you do that much more easily than a less structured plot.
Naa nothing like FF8 but it is a military organisation that has the power for world rule. The Combat Specialists are there to keep the order and prevent social and economic collapse with their powers.

I totally agree with your statement about missions, that's why I wanted them. Yeah, I'll try and get something interesting on the lame-in between parts. Maybe a few cut scenes here and there, some flashbacks. Also a training facility within the organisation etc. NPC's will change what they say etc depending on progression and what not. Any more ideas you'd suggest for that?
This sounds very similar to Phantasy Star for PS2. Aside from freedom exploring the homebase, the player explores other territories or planets when on a mission.

Perhaps you could make it to where the player starts with a particular rank. As the player gains ranks, they are able to access different parts of the HQ? (So that the base itself doesn't become monotonous). Maybe find a way to integrate that into the story.

I think it can be done very well. Some of the key components I would focus strongly on in early development, I think, would definitely be the battle system and the story. Phantasy Star, though not a favorite of mine, had a fairly interesting battle system. The story, imo, was so-so, but my brother and sister absolutely loved it.

I think the change in NPC dialogue would be great (especially if dialogue changes depending on the current events going on at the time). I think you have really good ideas. I'm sure that as you continue building on your game, you will acquire more ideas to use.
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