MORE NON-LINEAR/OPEN-ENDED GAMES

Posts

Pages: 1
1) So, what I'm looking for are games more akin to the western kind of RPGs such as Fallout, Arcanum and Baldur's Gate:

- branching dialogues or simpler dialogues but with meaningful chocies
- ability to make choices in quests that lead to multiple outcomes
- an extensive skill system and maybe the ability to employ different skills to solve the same problem (a la Darklands)
- I'd also really like to see a game where my choices/actions really affect the gameworld and its inhabitants either in minor or major ways (for instance, you kill a shopkeeper and the shop subsequently closes, like what happened in Fallout if you killed Gizmo the casino owner - it simply closed down)
- being able to own houses/shops and the like would be quite cool as well
- being able to affiliate with factions and do quests for them
- generally games that are more nonlinear and open-ended than generic final fantasy wannabes.

2) I'd also like to ask: has a RPGMaker game ever been able to implement some kind of NPC scheduling that's somewhat more complex than "day - the npc is there, night - it disappears"? Otherwise, are there RPGMaker games where NPCs are actually doing their own things.

Thanks for the answers.
I started a game like this, but soon realized that it would be 100x more difficult to make than an average game. Taking account of a player's every choice becomes a monumental task. I'm not sure if it's been pulled off, my attempt was abandoned as soon as the quest stuff started intersecting.
LouisCyphre
can't make a bad game if you don't finish any games
4523
post=122010
2) I'd also like to ask: has a RPGMaker game ever been able to implement some kind of NPC scheduling that's somewhat more complex than "day - the npc is there, night - it disappears"? Otherwise, are there RPGMaker games where NPCs are actually doing their own things.

Thanks for the answers.


You can do that pretty easily by qualifying events with a time-of-day variable, so they don't appear in that location unless the time of day is correct.
Solitayre
Circumstance penalty for being the bard.
18257
Games like that are somewhat rare around here, but not completely unheard of. A few games that make use of some of the things you mentioned Visions and Voices (choices/actions affect the game world) Hellion (Skill systems, multiple story pathes) and Avarice (skill system, multiple story pathes). Also, The Way is often praised for its multiple choices and open-endedness, though I've not played it much myself.

If you're looking for anything as wide open as Fallout, you're not likely to find anything quite that extensive here, simply because making a game like that is a colossal undertaking.
I'm not sure if it would pay off making such game on rpgmaker.
tardis
is it too late for ironhide facepalm
308
post=122042
I'm not sure if it would pay off making a game on rpgmaker.


fixed.
Alter Aila, in a way is multilinear :O
LouisCyphre
can't make a bad game if you don't finish any games
4523
Iirc Neok died for some weeks after completing AA.
Craze
i bet she's a diva with a potion popping problem
13865
post=122143
Iirc Neok died for some weeks after completing AA.

...it's COMPLETED? /me runs to check.

Oh, yeah, like Soli said, Visions & Voices is kind of cool, but it's pretty subtle and not +20 KARMA! UNLOCKED THE TIGER PET! YOUR CITADEL IS NOW WHITE!

The Reconstruction has some important choices, if I recall correctly.

EDIT: Oh, AA: Genesis is still in production. I played the Original AA until the novelty wore off and 2k3 took over (about fifteen minutes; fuck 2k3).
First of all, thanks for the suggestions, will look for them.

Also, The Way is often praised for its multiple choices and open-endedness, though I've not played it much myself..

I actually played The Way and found it extremely linear, I think I abandoned it at the start of the third chapter because I started to lose interest in the story (honestly, I can't find all that greatness most people talk about)

Anyway, a small hint at nonlinearity was the last bit of the second (?) chapter, where you're let roam freely in some kind of open field and you can explore and complete some quests (albeit few) with multiple outcomes (one in particular was very well made, allowing you to choose a side and even betray the people you chose at the very end).

I also read that the sixth chapter is supposedly much more nonlinear than the first ones, including the ability to join mutually exclusive factions? May someone confirm this? Maybe that one would be worth playing...

Also, this (clicky) looks great. Anyone played it?
The Way is easily the most non-linear RM game I have played.
post=122267
The Way is easily the most non-linear RM game I have played.


May you please elaborate? Does it get more nonlinear in the later chapters? That's because, as I've said, I've seen very little of this in the first two chapters of the game.
post=122143
Iirc Neok died for some weeks after completing AA.

I don t think i died, but I did more or less swear off making something that open-ended again, at least on a large-scale. I dunno about Fallout-sized freedom, but something smaller-scaled (like V&V) does lend itself well to non-linearity and multi-ending. I ve been throwing around the idea of making something like that in XP or VX. We ll see.

(no punctuation because my keyboard turned french recently and is currently giving me things like this: èéç instead of proper grammatical symbols.)
post=122280
post=122267
The Way is easily the most non-linear RM game I have played.
May you please elaborate? Does it get more nonlinear in the later chapters? That's because, as I've said, I've seen very little of this in the first two chapters of the game.


If you play through it all you'll find out. (the last episode)
Craze
i bet she's a diva with a potion popping problem
13865
post=122281
I don t think i died, but I did more or less swear off making something that open-ended again, at least on a large-scale. I dunno about Fallout-sized freedom, but something smaller-scaled (like V&V) does lend itself well to non-linearity and multi-ending.

V&V is even more small-scale than most small non-linear games because there is absolutely no story. Karsu and I developed a setting, a characters, and something that happened - you just deal with the consequences. And fight giant tentacle beasts.

The non-linear aspect was the result of how diligent and effective you were as a Wanderer. For example, how many of you found Elena without asking? Probably only the ones who followed the testimonies religiously. If not, you basically just got her killed. gg wanderer
post=122284
If you play through it all you'll find out. (the last episode)


As other people said as well. May you give me a brief description? Does it really feature the possibility to side with different factions?
No, you have an absolutely massive city (from the 4th and 5th episodes) to explore filled with tons and tons of sidequests.
As other people said as well. May you give me a brief description? Does it really feature the possibility to side with different factions?


20+ mini-games
Branching storyline dependent on player's choices
3 different endings
20+ optional side quests
Pages: 1