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UNUSUAL CONCEPTS IN RPGS

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author=JosephSeraph
The point is to kill yourself before you kill your daughter, without letting her notice your death in a shocking way.
And, before dying, preparing the mansion so it is safe for her, so she won'r be bitten for death, and figure out a way to save her from this, by calling cops, digging a tunnel I DUNNO, DO SOMETHING. xD


Heh; That doesn't sound too bad, but I guess the Resident Evil Saga has already explored enough that core idea with both Sherry and Ashlie, I don't know how further it could be taken without it being the typical survival horror...
_
Ok, I got an idea: Meditation. I don't know if similar features exist in any games but this is something that I've been hesitant to implement on my game and I'd like to know everyone's opinion on the matter.

Since I'm like totally new age I'm not too comfortable with the idea of my characters leveling up through violence alone so I want them to spend some time meditating as well... The idea is like this: you as the player fight some monsters with 'team A' for 30 min and gain "points", then you go back to your "castle" leave 'team A' meditating and pick up 'team B' for at least another 15 min, and by the time you switch back, 'team A' would have already used their points and leveled up.

With this I want to make the player to constantly change parties and not be stuck with a single team the whole time, but I don't know if that a good thing. Is also worth mentioning that this will be mostly for stats increasing so the option to make the characters stronger through equipment or magic learning will always be there. But since leveling up several characters is already a painful process in any game I'm afraid that this extra step might be a deal-breaker... What do you guys think?
author=Space_Monkey
author=MKID232
I actually read an article about a very unusual concept for an RPG where you level backwards, growing weaker instead of stronger.
Benjamin Button RPG

author=Ben_Random
My game is... a challenge to create.

Although made with RMVX, it's not really a classic RPG. However, it's definitely like a classic I bet all of you know...

PACMAN

My game is called Pac-Ralph. The goal was to make pac-man style levels with Items and such, without scripts. This put's VX eventing to the test.


I made a demo for my game Dragon Warrior Tactics a while ago with a hidden pac-man dungeon. It was evented too. The play was practically identical to original pac-man. The only real difference was if a ghost touched you it would initiate a ghost battle instead of killing you. I don't advertise that demo anymore since it isn't really a fair representation of what the game is like now. Guess I could move the mini-game over the final version though.

ps. good luck with your game.


Thanks. If you wanna see the game page just narrow down the game search to the arcade genre. There's only three or so pages of arcade games.
author=Ben_Random
Thanks. If you wanna see the game page just narrow down the game search to the arcade genre. There's only three or so pages of arcade games.


Or click on your name the then hit "games" link ;D
@alterego
I think that if you did this, battles should be as double as rewarding, and as triple as rare. (and quadruple as exciting. *ahem*)
It's a nice idea, I like it! Tough "meditating' sounds kinda weird to me, it's a very nice concept. It'd be fun.
AAaaalso, I never got to play too much of RE (I just closed RE4, and nothing more. Ok, I also played a bit of RE 1-3 when I was little) so I don't know about sherry / Ashley. I shall peek in a wiki! o/
benos
My mind is full of fuck.
624
author=Emanzi
Know any games where your objective is to die? I think I played a stick flash game like that, you had to find creative ways to kill the stick guy. Same thing with leveling backwards I guess it might be interesting for a change.

A lone beggar guy on the streets of an unknown town eh, sounds like the start of an epic cyber-punk game perhaps.

Yeah, though it's like in a modern day type town though, even so it looks like a city. On a different planet, but no earth, but earth like though, but it really doesn't matter to the storyline anyway. the town is the mostly the storyline. No world map grinding monster mash ups. All enemies are on the map seen, you can go near them and challenge them if you please, but you not of all them are baddies. Long as your strong enough, you'll be quite invinicible once you become the town's fearless leader.
As far as unusual concepts go, I don't know if this is really strange, but we've one-upped the progress-bar-o'-morality you see in a lot of RPG's now.

Instead of having one dedicated 'good (or synonym) vs. evil (or synonym)' bar, we're in the process of implementing a slightly more diverse method, using the seven heavenly virtues and the seven cardinal vices. The choices players make affect multiple stats and the affections of the characters around them. For example, sticking to the Paladin's vow might increase one's Diligence, but may also cost them Humility as they take pride in their vow to be morally just. That might be seen positively by one character, but it may be an annoyance for another; say, a fellow Paladin and a Rogue, respectively.

We're working out the kinks on how to best represent this graphically - right now it's a struggle between a colour wheel and seven separate bars - but it should be fun once it's all worked out.
author=Chaosbahamut123
As far as unusual concepts go, I don't know if this is really strange, but we've one-upped the progress-bar-o'-morality you see in a lot of RPG's now.

Instead of having one dedicated 'good (or synonym) vs. evil (or synonym)' bar, we're in the process of implementing a slightly more diverse method, using the seven heavenly virtues and the seven cardinal vices. The choices players make affect multiple stats and the affections of the characters around them. For example, sticking to the Paladin's vow might increase one's Diligence, but may also cost them Humility as they take pride in their vow to be morally just. That might be seen positively by one character, but it may be an annoyance for another; say, a fellow Paladin and a Rogue, respectively.

We're working out the kinks on how to best represent this graphically - right now it's a struggle between a colour wheel and seven separate bars - but it should be fun once it's all worked out.


I like this. I don't know if it is because of the system itself or because I find the virtues and vices to be an interesting concept, but either way, I like it. :)
author=Hoddmimir
author=Chaosbahamut123
As far as unusual concepts go, I don't know if this is really strange, but we've one-upped the progress-bar-o'-morality you see in a lot of RPG's now.

Instead of having one dedicated 'good (or synonym) vs. evil (or synonym)' bar, we're in the process of implementing a slightly more diverse method, using the seven heavenly virtues and the seven cardinal vices. The choices players make affect multiple stats and the affections of the characters around them. For example, sticking to the Paladin's vow might increase one's Diligence, but may also cost them Humility as they take pride in their vow to be morally just. That might be seen positively by one character, but it may be an annoyance for another; say, a fellow Paladin and a Rogue, respectively.

We're working out the kinks on how to best represent this graphically - right now it's a struggle between a colour wheel and seven separate bars - but it should be fun once it's all worked out.
I like this. I don't know if it is because of the system itself or because I find the virtues and vices to be an interesting concept, but either way, I like it. :)


It's meant to remove the unambiguity from the good/evil approach so many games take. By incentivizing each virtue and each vice, the player can face ambiguous moral choices suited to the character they wish to play, as well as adding depth and challenge to the game as a whole.
I like it too, true that this is very popular to have a good and evil system since the Fable franchise ( also Black and White e.t.c ) but its even more interesting if they are related to decisions rather than simple action and variable counts like in Fable you could get evil simply by just killing a-lot more good guys e.g towns folk and eating chick heads like some kind of horn growth formula. ( Flirt: hey, how my man horns look babe )

Its interesting how each choice has two outcomes and not only if your good everyone likes you as usual. Instead of good or evil you could use more 'exotic' terms like the Karma tree of Sun and Moon or something more creative where the character can still see a stat growth on their alignment. It's your idea so whatever feels right for you and your team.

I had a peculiar idea to make a game about soul travel and parallel dimensions:
>When you die their is a a tower/tunnel you have to escape before time runs out or its game over, you get a second chance if lucky or you are forced to "wake up" and try again the next time the dimension gate opens.
>A portal opens depending on what you do in a situation ( I'll have some 'invisible' variables record things like steps, how many times you enter somewhere, how many times you kill or run away from battles e.t.c this will take a bit of time to get perfect )
>After defeating the gate guardian the portal leads to a dimension depending on your game-play experience. It can be the same map but the events will almost always be different or vise versa either way the best way to spook you ( like Left 4 Deads System meets Yume Nikki with some other intresting elements I don't want to spoil).
>Lastly you can collect dimension elements ( might think of a fancy name for that like chrono-essence, Hey! I like that..) and demon materials to create armor, weapons e.t.c also you pick what class you want to learn but the indie thing about this is I'm planning to make each weapon evolve into a spirit like how in bleach Zanpaktos could materialize sometime back in episodes 230+. so they might be like only 4-5 weapons but can be heavy upgraded changing their entire apearance and 'awakening their spirit form'. Like pokemon Bankai or something.

I have a problem with being over ambitious but I'll get this done even if it takes 10 years of dedicated development ( if so it wont come cheap, sorry guys ) on that note happy indie game-making day guys ^_^!
Yeah no school or chores untill you feel like...in my dreams -_-...
author=Emanzi
I like it too, true that this is very popular to have a good and evil system since the Fable franchise ( also Black and White e.t.c ) but its even more interesting if they are related to decisions rather than simple action and variable counts like in Fable you could get evil simply by just killing a-lot more good guys e.g towns folk and eating chick heads like some kind of horn growth formula. ( Flirt: hey, how my man horns look babe )

Its interesting how each choice has two outcomes and not only if your good everyone likes you as usual. Instead of good or evil you could use more 'exotic' terms like the Karma tree of Sun and Moon or something more creative where the character can still see a stat growth on their alignment. It's your idea so whatever feels right for you and your team.

The 'Sun/Moon' concept you mentioned seems to reflect the 'Good/Evil' system we're trying to avoid (I'm not familiar with the Karma tree, so this is going only on the first impression I got from it). By providing more than one morality stat, we diversify the moral argument the player has. Furthermore, by hiding the statistical effects and having the only measure of the stats being 'ranks' of morality, the player won't be inclined to go solely on what increases the stats the most. It allows them to weigh up each option and makes moral choices less about the numbers and more about the player.

For an example of how this is done in action, I'll take the Mass Effect 2 quest 'A House Divided'. In case you don't already know, in this quest you're asked to decide the fate of one faction of the Geth, a sentient machine race. The faction the quest concerns itself with the faction of the Geth that is determined to destroy the player's character (I forget his name). The player is given the option to a) Destroy said faction or b) Reprogram them to share the ideology of the peaceful Geth faction; they won't even know they've been reprogrammed.
This is a brilliant example of a moral dilemma. Both are arguably immoral choices; it's either genocide or forced brainwashing. It's a radical dilemma, certainly, but the way in which the player is faced with this question makes it a very introspective thing to consider.
Now, I could go on, but I'll summarize this example. The only way this choice falls short is by labelling the brainwashing option as the 'Paragon' route, and labelling the genocide option as the 'Renegade' route. If both options had been classified as 'Renegade' options, then this would have been a fully realized moral dilemma. Instead, the choice becomes a calculation based solely on which route the player has decided to take.

You see what we're trying to aim for? By providing multiple facets to the morality system, the player's values will often be called into question based on what may be the right thing to do. The player will be faced with deep, challenging moral dilemmas that address the human experience.
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=Chaosbahamut123
By providing more than one morality stat, we diversify the moral argument the player has. ... By providing multiple facets to the morality system, the player's values will often be called into question based on what may be the right thing to do.


This is one thing I really liked about the system in Dragon Age: Origins. There was no morality meter, only a measure of how much each of your allies liked your actions. And none of them were evil, but they valued very different things. Alistair was a templar who valued chivalry, charity and loyalty. Leilana was a former assassin turned nun who valued charity, love and freedom. Morrigan was a witch of the wilds who valued freedom, strength and personal responsibility. Sten was a warrior who valued strength, duty and confidence. Wynne was a teacher who valued duty and personal responsibility. Shale was a golem set free who valued strength and freedom. Zevran valued getting into your pants.

Because of the way they are presented, Morrigan and Sten can seem at first glance to be extremely harsh, almost evil. Certainly Alistair and Leilana consider them to be. But like most people, they simply put different values higher. When given the choice to save others or save yourself, they will choose to save themselves - not because they hate these people, and not because they don't care about the lives of others, but because there's an army of orcs and undead approach, and you have better things to do than save every last idiot who can't even swing a sword. We have business, and they made their own beds. Personal responsibility and charity are both considered "good" things to value, but are diametrically opposite to each-other. Same with duty and freedom. So almost any action you take will be decried as terrible by one character and praised as just by another. It's quite realistic.
I appreciate that you aren't showing a stat to determine what the morality of the character is, but I do have a question... It seems to me like the player will want to know where they stand. I mean if my character is very humble, I would want to be able to see that in some way. That way when a situation comes up where maybe I need to talk my way out of something, I know that people see my character as humble so I know using that might be the best way to proceed. Does that make sense?

By removing visual stats you do definitely make the player have to think about the decision rather than the associated stats and I like that idea, but how do they know who they are? Especially if they take a break from the game for a couple of weeks and come back.
The statistical additions will be hidden, but the player will be able to track their 'ranks' in a certain stat. For example, the player won't know how long it is 'till they level up their Diligence, but they'll be able to see that they're at such-and-such a rank for Diligence on the Character menu.

The same applies to character affections. In fact, the only reputation meters we'll visually measure are the Ranks of different Factions, like the Adventurer's Guild.
author=Hoddmimir
I appreciate that you aren't showing a stat to determine what the morality of the character is, but I do have a question... It seems to me like the player will want to know where they stand. I mean if my character is very humble, I would want to be able to see that in some way. That way when a situation comes up where maybe I need to talk my way out of something, I know that people see my character as humble so I know using that might be the best way to proceed. Does that make sense?

By removing visual stats you do definitely make the player have to think about the decision rather than the associated stats and I like that idea, but how do they know who they are? Especially if they take a break from the game for a couple of weeks and come back.


This is what I mean but you seemed to have answered it already.
author=Chaosbahamut123
The statistical additions will be hidden, but the player will be able to track their 'ranks' in a certain stat. For example, the player won't know how long it is 'till they level up their Diligence, but they'll be able to see that they're at such-and-such a rank for Diligence on the Character menu.

The same applies to character affections. In fact, the only reputation meters we'll visually measure are the Ranks of different Factions, like the Adventurer's Guild.


Oh I see. Thank you for clarifying for me. I am very interested in this system now. :)
benos
My mind is full of fuck.
624
My Beggar RPG's character starts at a measly 1 hp, so it's really pointless to attack a enemy and obviously optional to avoid them.
author=benos
My Beggar RPG's character starts at a measly 1 hp, so it's really pointless to attack a enemy and obviously optional to avoid them.


How quickly does he increase in strength? Mechanically, that's interesting to see - it's a great way of reinforcing the character's weakness through play.
benos
My mind is full of fuck.
624
I would say if you at least beg for something to eat, you could gain a health point.

Also if there are enemies, say like a rat in the field of battle, you go up to it, fight it, it'll properly have 1 hp too.
Depending on the difficultity of the game, i guess it might have 1 stat attritube of everything like you, so there's just a chance you hit him, and gain 1 exp. Only go fight a rat or something weaker then mess with a punk on the street. If you gain some rep by some guy, he might appear out of nowhere to help you in battle, but unless it's like if you get to 2 HP maybe, he'll join you,. For now, it's only one character though. I'm quite tired, so i don't know what i'm saying, but i'm properly making sense.