[POLL] OTHER TRAVELERS
Poll
Do you like this idea? - Results
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Yes
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20
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90%
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No
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0
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0%
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Indifferent
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2
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9%
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Posts
Whoever said that you're the only traveler out there? What if there were others who traveled from area to area?
This can be done extremely easy with variables, and I honestly think ti would be a nice system.
You could have it so that some people travel around randomly, or set it so they move when you want them to.
Here are some things I have thought up that they could do:
-Battle you
-Share items
-Talk
And many more!
If you have any other suggestions or ideas, feel free to comment. Think it's a good idea? Comment. Bad? Comment.
This can be done extremely easy with variables, and I honestly think ti would be a nice system.
You could have it so that some people travel around randomly, or set it so they move when you want them to.
Here are some things I have thought up that they could do:
-Battle you
-Share items
-Talk
And many more!
If you have any other suggestions or ideas, feel free to comment. Think it's a good idea? Comment. Bad? Comment.
That was one of my main idea for dungeon exploration in Fabulist.
There are several teams of adventurers in the game world and you unlock new dungeons and quests by gathering information in town. From the moment a dungeon/quest becomes available teams might appear in said dungeon/quest and after a while they will loot everything. But you could still fight monsters or find hidden loot the other teams overlooked.
The original idea was to have the story move forward through character development-oriented events, not dungeon completion, which made those entirely optional. Their only purpose was to unlock new stuff like scenes and quests and power up your party. Fabulist was meant to be a short game so the idea was fine, but since I've been rethinking the whole game the above dungeon exploration rules might not be kept.
There are several teams of adventurers in the game world and you unlock new dungeons and quests by gathering information in town. From the moment a dungeon/quest becomes available teams might appear in said dungeon/quest and after a while they will loot everything. But you could still fight monsters or find hidden loot the other teams overlooked.
The original idea was to have the story move forward through character development-oriented events, not dungeon completion, which made those entirely optional. Their only purpose was to unlock new stuff like scenes and quests and power up your party. Fabulist was meant to be a short game so the idea was fine, but since I've been rethinking the whole game the above dungeon exploration rules might not be kept.
Having other people doing stuff in the world your game takes place in is always refreshing even if all they're doing is travelling. That's a pretty good way to make a character with pretty little development interesting to the player. And for me, it's all about the characters!
Already been done. In 7th Saga, the other six adventurers are floating around from town to town where you can either recruit, fight, or shit-talk them, based on your disposition.
I posted this in a few other forums and people said about games that had systems like this. I personally don't see the problem with using it despite it already being done. If I did, then forget all side-view battle systems...
Here are links to the other pages:
http://www.rpgmakervxace.net/topic/18122-other-travelers/
http://forums.rpgmakerweb.com/index.php?/topic/17337-other-travelers/
http://www.rpgrevolution.com/forums/index.php?showtopic=59056
Here are links to the other pages:
http://www.rpgmakervxace.net/topic/18122-other-travelers/
http://forums.rpgmakerweb.com/index.php?/topic/17337-other-travelers/
http://www.rpgrevolution.com/forums/index.php?showtopic=59056
author=Dyhalto
Already been done. In 7th Saga, the other six adventurers are floating around from town to town where you can either recruit, fight, or shit-talk them, based on your disposition.
In that sense it also happens with most SaGa games as well as Sword of Mana and some other games.
But I think here it is meant more like a full AI that actually plays while you play.
If you really give it a huge complexity and make the game actually play itself (which is hard but not impossible to program), then that would be pretty awesome. You could make all NPCs actually having stats too, they have to fight, level up (player doesn't see it but it's done in the code), if they die they leave a corpse behind that you can loot.
Maybe there's one NPC who is actually dedicated on putting items into treasure chests for fun. Maybe he's rich and bored, a magician or an angel.
Have a variable that defines the goal of each NPC. If you have a similar goal, they might team up with you, but if you stray too far away from the goal, they will leave the group again.
Only really works for games that are sandbox-esque or at least very open world.
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
Like a massively single-player offline RPG?
Hmm.
Hmm.
I used this idea.
Of course, all of them had a chronic case of "foot in mouth" disorder, and managed to say exactly the wrong thing to their counterparts in the party. They got beat up or worse.
Of course, all of them had a chronic case of "foot in mouth" disorder, and managed to say exactly the wrong thing to their counterparts in the party. They got beat up or worse.
author=Dyhalto
Already been done. In 7th Saga, the other six adventurers are floating around from town to town where you can either recruit, fight, or shit-talk them, based on your disposition.
I was just going to mention that, too; take a look:
Although the 7th Saga is the only game I've ever played that used this similar mechanic (and I quite enjoyed it, actually), I wouldn't mind if more games used something like that, that you're not the only one out there trying to save the world, you know. Besides, the 7th Saga is, like, really old, now. And it's about time somebody picked up some of what it did up, dusted it off, and used some of its ideas for their own games.
I'm all up for something like this. If you can make it work just as well as the 7th Saga did, then I'd be down for that.
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
Uh, you've never played any other game that has NPCs that move from one town to another?
I'm sure I can name hundreds. Like, shit, almost every game with characters does that. Am I missing something here?
I'm sure I can name hundreds. Like, shit, almost every game with characters does that. Am I missing something here?
author=LockeZ
Uh, you've never played any other game that has NPCs that move from one town to another?
I'm sure I can name hundreds. Like, shit, almost every game with characters does that. Am I missing something here?
It's more like the other people are actually adventuring, as opposed to the typical NPC.
Yeah I've been trying to emulate something of this nature in my game, just having npcs in areas that are usually empty like dungeons/forests etc. Or recurring side characters that are traveling in the same direction as you that may or may not disappear later on.
I like how Final Fantasy IX did something like this with that moogle Stiltzkin(???) and how you could even buy stuff from him so he could carry on traveling.
I like how Final Fantasy IX did something like this with that moogle Stiltzkin(???) and how you could even buy stuff from him so he could carry on traveling.
author=LockeZ
Uh, you've never played any other game that has NPCs that move from one town to another?
I'm sure I can name hundreds. Like, shit, almost every game with characters does that. Am I missing something here?
Off the top of my head, I can't name any. Then again, there's a lot of RPG's I've never played. Or maybe I'm forgetting that part of the ones I did play.
The way I imagine this mechanic working, I've never seen any game that does it. Like he said, not just some NPC who happens to be in more than one town.
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
author=Link_2112
The way I imagine this mechanic working, I've never seen any game that does it. Like he said, not just some NPC who happens to be in more than one town.
Avee's idea is different from that, but the original idea is pretty much just that. In Secret of Mana, for example, Neko (the salesman), Watts (the blacksmith), Jema (the gemma knight) and Krissie (the resistance leader) all would qualify. In Final Fantasy 7, most of the Shinra characters would definitely qualify. In Chrono Trigger, you time travel and characters from 12000 BC still repeatedly show up in different eras; plus Schala and Janus travel all over 12000 BC, and Kino shows up all over 65 million BC. In Earthbound, the fuzzy pickles photographer shows up in every single town and dungeon, and Apple Kid repeatedly shows up out of the blue for the first half of the game to give you inventions. In Kingdom Hearts, Riku shows up in a bunch of different worlds.
I'm not sure how the ideas being suggested are really different from that sort of thing, except maybe that they... remove the plot out of it? That's not really an improvement!
In Final Fantasy 7, most of the Shinra characters would definitely qualify.
No. Your confusing this idea with plain old plot. The Shinra guys are in set places and remain there until you come across them and you need to come across them in order to advance the plot. Once you do whatever, the plot moves forward and they go somewhere else. You don't walk into the Chocobo Ranch one time and OH SHIT, it's the Shinra guys renting a choco! What should we do? Or you're strolling through some random dungeon and OH MY GOD Sephiroth is here!
Although, looking at the OP again, I can see how you arrived at that view. If he's just talking about a character from the plotline being in more than one place, interacting with you again somewhere else. That's not really new xD That's pretty much required to make a coherent story. Unless your playing something like Harvest Moon. I assumed he didn't mean that, because it's so obviously not something worthy of discussion.
The way I imagine this idea is to have NPCs that roam the world like you, the player. They are always moving and, in one offshoot of the idea, they do stuff like level up and raid dungeons. You running into them would be random and therefore wouldn't be part of the main plot. Unless there was a way to track them, and the game said "Go find this guy" and you had to find him to continue the plot.
You can remove the plot from these guys and it wouldn't be a bad thing. There would still be a plot, but there would be an element of the game working against you. Instead of time standing still until you arrive, it's a dynamic world that changes every time you play. It would be huge for replayability and give you a sense of urgency. Maybe you find out an NPC is on his way to a nearby cave that is known to have treasure, but you also need to save someone for a quest. What do you do? What DO you DO?
Plus running into these guys could trigger side quests, or even evolve the current main quest. So you were trying to retrieve a treasure from a bandit, and by random chance, one of the roaming NPCs is looking for it too. You cross paths and you have a choice to team up with him or you could be rivals. Maybe he is the one who retrieves the item and brings it to the person for the reward. The quest is finished, and you go back and move the plot forward without the reward. The next time you play, he wouldn't be there and the game still progresses the same way but maybe you get the quest reward.
It wouldn't be hard to think of ways to make good use of this idea, imo.
OH, I just remembered a game where this does happen! How could I forget Wizardry 7. There are a handful of NPC's that show up in random encounters. I think they are only there for minor interactions: talk, trade, steal, fight. They roam around and you have some kind of spell to locate their general direction or something. I dunno, I never bothered with them. Man, I gotta pick that game up again.
One of the best examples I can think of for random travel by NPCs is Bethesda's open-world RPGs like Fallout and The Elder Scrolls. There's just something a little soul-crushing about seeing a merchant in the distance when you're in need of supplies, only for a powerful enemy to run in from nowhere and take him out in seconds. Same with monsters getting into populated areas and killing somebody you needed to talk to for a quest.
As for implementing it in RPG Maker or another similar game engine, you could probably do it using the current Play Time mixed with other factors. Maybe have an NPC who will find somebody else to do the quest if you decide to walk off for three hours without helping him, or have a merchant who travels to the next town after a couple hours. It seems like it would be hard to make complicated NPC interactions without a lot of variables, switches, or a really fleshed-out script.
As for implementing it in RPG Maker or another similar game engine, you could probably do it using the current Play Time mixed with other factors. Maybe have an NPC who will find somebody else to do the quest if you decide to walk off for three hours without helping him, or have a merchant who travels to the next town after a couple hours. It seems like it would be hard to make complicated NPC interactions without a lot of variables, switches, or a really fleshed-out script.
Link_2112: We think alike. You totally spilled the beans about my concept :P
This idea still means that these traveler NPCs' behavior is scripted, just with a LOT of instances. To take the idea one step further I was thinking of adding a random chance for these guys to decide whether they do something at any given time or not. Maybe they did hear about this newly discovered treasure-filled dungeon but their Healer is badly injured and so they'll pass this time.
A more ambitious idea would be to also account for NPC to NPC relationship and interactions when you determine their next move, but that would be a hellish nightmare to code and keep track off, and this amount of possibilities probably wouldn't be worth it anyway: the additional content these events would lead to would eventually become redundant.
In my opinion a better idea would be to feature a minimal amount of these NPCs yet greatly expand the possibilities related to them.
Focus on quality, not quantity.
Imagine if you could run into Gary randomly, anywhere in the world, and have more options than to simply fight him and his scripted Pokemon team. You could trade tips or Pokemons with him, lead each other into a trap, team up with him in order to tackle a big evil organization or hell, you could even date the guy.
Instead of trying to simulate the numerous yet shallow interactions of a MMORPG, you'd be offering the player a more personal, meaningful relationship and game experience with a "virtual player" who can relate to them.
This idea still means that these traveler NPCs' behavior is scripted, just with a LOT of instances. To take the idea one step further I was thinking of adding a random chance for these guys to decide whether they do something at any given time or not. Maybe they did hear about this newly discovered treasure-filled dungeon but their Healer is badly injured and so they'll pass this time.
A more ambitious idea would be to also account for NPC to NPC relationship and interactions when you determine their next move, but that would be a hellish nightmare to code and keep track off, and this amount of possibilities probably wouldn't be worth it anyway: the additional content these events would lead to would eventually become redundant.
In my opinion a better idea would be to feature a minimal amount of these NPCs yet greatly expand the possibilities related to them.
Focus on quality, not quantity.
Imagine if you could run into Gary randomly, anywhere in the world, and have more options than to simply fight him and his scripted Pokemon team. You could trade tips or Pokemons with him, lead each other into a trap, team up with him in order to tackle a big evil organization or hell, you could even date the guy.
Instead of trying to simulate the numerous yet shallow interactions of a MMORPG, you'd be offering the player a more personal, meaningful relationship and game experience with a "virtual player" who can relate to them.


















