WOULD THIS ANNOY YOU?

Posts

Pages: first prev 123 last
Max McGee
with sorrow down past the fence
9159
post=138957
DAMMIT I JUST SAID ROMANCING SAGA, ALBEIT THE ENTIRE SAGA SERIES DOES EXACTLY WHAT THE TC IS OUTLINING

SOMEONE VALIDATE MY EXISTENCE

I NEED VALIDATION

/me hits Feld with a shovel.

(and no, "discovering your objective" is not an objective).

I am not talking about this project or its particulars when I say I disagree with this.

I thought that Oblivion/Fallout 3 were good non-linear romps until I played Dragon Age and the structure/story/characters/world blew them out of the water. Falloblivion is more what you're looking for, though, I think, and can be fun (if modded fairly extensively).

I disagree with this way more as I hated Dragon Age, liked Fallout 3, and LOVED Oblivion.
post=139006
I thought that Oblivion/Fallout 3 were good non-linear romps until I played Dragon Age and the structure/story/characters/world blew them out of the water. Falloblivion is more what you're looking for, though, I think, and can be fun (if modded fairly extensively).

Dragon Age: Origins is way more linear than Falloblivion. Dragon Age is still an awesome game, but I didn't quite like it as much as Falloblivion.

I'm a huge fan of those two games (mostly FO3) and they're highly inspirational to the game I was planning.

That makes this easy then, just download the GECK or Construction kit for either Oblivion or Fallout 3 and just play around. It's really complicated and much more than you need to do, but it gives you an idea of how to do things.

Basically you have the typical lists (with a few scripting hacks you can implement leveled lists like in Oblivion) from database, and the "quests" are common events. There are tons of things considered "quests", just take a look at the list. The maps themselves are just map blocks put together with developed clutter.

Design your own simplified model of this and then I think you can start rocking ^^ 2D sprites and typical sounds mixed with tile maps won't take you a whole team to create. Just remember to keep it small or you'll never finish.
Craze
why would i heal when i could equip a morningstar
15170
WC: I think it works better because it is linear. It's a tree (or web, really) instead of a free-for-all; this means that each individual part is much more cohesive and interesting and well-done than "go do this Falloblivion fetch quest." Kind of like Fable, but adult and bloody and more interesting.
Max McGee
with sorrow down past the fence
9159
Fable was such shit. I remember when it was hyped up to be a bunch of shit that it wasn't but Morrowind, a game most console gamers at the time had never heard of, entirely was. And then I lol'd when all of the people who were anticipating fable got the turd they deserved.

tl;dr fuck Fable

I found the main quest of Oblivion to be more interesting than what I played of the main quest of Dragon Age. Dragon Age was a game I really, really, really wanted to like and couldn't. I got it and Demon's Souls at the same time. I loved Demon's Souls but Dragon Age was a huge disappointment.
Craze
why would i heal when i could equip a morningstar
15170
What didn't you like about Dragon Age? How far did you get?
Plus helps for Dragon Age to be on PC. Dragon Age like Mass Effect and KOTOR needed me to be in the mood to play it, in the mood to sit back and soak in the story.
If your game is going to be jRPG style, then dropping players into the world with no guidance will differ from what they're used to, and you risk alienating them.

Then again, it takes bold steps to innovate. It's a toss-up.

If it's a wRPG, players are likely going to be more amenable to sandbox-style play.

An open start like that does sacrifice an opportunity for tight narration, which works in a game that's quite open-ended, but not so much in a game that eventually railroads the player into one quest. It's important that players KNOW what kind of game it is- otherwise they might misinterpret your intentions.

If I start a game up and I don't know what to do, I'm likely to go on gamefaqs or a forum. If I find out that what to do next can launch me on several different independent paths to success, I'm pumped. If I find out that I'm supposed to find 1 of 7 wisemen who will all put me on the same quest, I'll assume narrative error on the part of the creator for failing to make that clear sooner.

In your defense, I can think of a few good RPGs where the player is tossed into the world without being told what to do:

-old ultimas
-darklands
-legend of mana

Darklands totally pulled off the "just do stuff until you find out the real central plot" while LoM was more the "Do stuff to get on one of several paths to success that ultimately lead into the central plot"
It will annoy me, at least give us small hint what we should do next.
I think at the very least, you should give the player SOME sense of what to do/where to go. Maybe have a cut-scene right before that could explain why the character is in the place he is in. Just a little something to give a general direction would be good.
If the game were good, it wouldn't annoy me. Well, by good I mean if I liked it. Depends on who and/or how is the main character, the battle system, the overall feel and pace of the game.

What the heck, if the quests you can do at your own leisure are interesting, it could be better than a story driven adventure.

I'll tell you what would annoy me: those games that start out slow with a boring ass intro, trying to force a supposedly depth storyline down your throat. Especially when it's just a DEMO. Everyone has a story to tell, but I think it's important to let the player discover it while playing. So many times it's just text, text, text, scene, text, text... I am guilty myself because I've made a game like that too, and that's why I recognize the pattern.
Pages: first prev 123 last