ELDER71'S PROFILE
Elder71
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Hi, I'm Stephen, lead designer of OMNIS - The Erias Line.
Aspiring game-dev, societal drop-out, coffee drinker, chain vaper. Pixel tweaker. Location maker. Character dreamer-upper.
Also a part-time Parallax Mapper available on commission.
(contact me re: commissions at elder71@hotmail.co.uk)
ALSO - I like reviewing games. If you're looking to get your game fairly reviewed with constructive criticism/feedback, PM me or email me or otherwise contact me telepathically. My messenger-pigeon service is out of order following an unfortunate incident that involved a jumbo-jet engine.
Cheers,
S.E
Aspiring game-dev, societal drop-out, coffee drinker, chain vaper. Pixel tweaker. Location maker. Character dreamer-upper.
Also a part-time Parallax Mapper available on commission.
(contact me re: commissions at elder71@hotmail.co.uk)
ALSO - I like reviewing games. If you're looking to get your game fairly reviewed with constructive criticism/feedback, PM me or email me or otherwise contact me telepathically. My messenger-pigeon service is out of order following an unfortunate incident that involved a jumbo-jet engine.
Cheers,
S.E
OMNIS - the Erias Line (...
A story and character driven RPG featuring a variety of game play and key decisions that influence how events unfold. (Smaller, "no rtp" version available.))
A story and character driven RPG featuring a variety of game play and key decisions that influence how events unfold. (Smaller, "no rtp" version available.))
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Detective Games - Risking the Unwinnable
author=dinkledaberryauthor=Elder71Yeah, that's for sure. I'm starting to see why games like LA Noire added more vehicle and shootout gameplay during development. Hopefully, I can find a strong balance since I doubt my current project will become a "true" detective game.
I'm discovering more and more than 'true' detective mechanics are a uniquely challenging project to tackle. From my preliminary research and planning, it seems (on the surface, at least) that no matter what route you go down, the relationship between the player's freedom to investigate and the game's internal logic invariably leads to hand holding.
I'm very excited to put these ideas into practice - I'm sure there are pitfalls and challenges around every corner. Does your game have a page yet? I'd like to track its progress. Maybe we could inspire one another?
I don't have a game page yet for my project yet, although I did release a few screenshots awhile back for the "Release Something" event they had during my spring semester just to get some feedback. I was waiting until I had a demo to make an actual game page. Never really been a fan of starting one without something to show and all that. Also, still trying to finalize a lot of gameplay options. I'll definitely let you know when I get the page up though.
Yeah, please do. I know what you mean about wanting to have something first - but it's difficult to hold back on the excitement factor, isn't it? I mean, when you're buzzed about the thing you're working on, it can be tough not to shout about it asap
Detective Games - Risking the Unwinnable
author=dinkledaberry
Now this is an article I can get behind! I'm working on a detective RPG of my own (although much simpler in scope when it comes to case-solving as I also have other elements of gameplay to incorporate) and have run into similar problems as those discussed. Your guys' conversation is similar to thoughts and concepts I've come up with so it seems I'm on a right track in that regard. Though I've recently felt I'm using too many red herrings (although this seems to be a side effect of being able to name and convict anyone as the criminal with enough evidence).
"Insight crafting" seems like the natural progression of old games like Clue and is definitely a prototype I'd enjoy seeing. And yeah, custom scripts aren't really necessary as far as I've seen in development in Ace(outside of mouse scripts and the like) since there are easy conditional branch and key item commands. Which should be more than enough to get something to show a prospective programmer.
Hope the project comes along in a useful way! I would love to see more authentic detective games. The genre needs some love.
I'm discovering more and more than 'true' detective mechanics are a uniquely challenging project to tackle. From my preliminary research and planning, it seems (on the surface, at least) that no matter what route you go down, the relationship between the player's freedom to investigate and the game's internal logic invariably leads to hand holding.
I'm very excited to put these ideas into practice - I'm sure there are pitfalls and challenges around every corner. Does your game have a page yet? I'd like to track its progress. Maybe we could inspire one another?
Detective Games - Risking the Unwinnable
The first step in this project is building a prototype to entice my programmer friend into getting involved. I have a few ideas on how to implement these systems into VX Ace without any custom scripts, so we'll have to see how well it plays. I definitely like the insight crafting idea - I may very well poach it from you if you don't mind?
EDIT
I should add also that you've highlighted the #1 problem with this sort of project: avoiding situations where the player has a good theory but can't pursue it because it's not what I'm thinking of as the designer. The system, whichever it turns out to be, has to be free-flowing enough and dynamic enough to account for this.
EDIT
I should add also that you've highlighted the #1 problem with this sort of project: avoiding situations where the player has a good theory but can't pursue it because it's not what I'm thinking of as the designer. The system, whichever it turns out to be, has to be free-flowing enough and dynamic enough to account for this.
Detective Games - Risking the Unwinnable
author=Hasvers
I have a slightly different suggestion - it is not incompatible with what you suggest, but I feel it is a bit more elegant (as it does not force a dead end).
If you don't want the player to just find things at random, you can use combinatorial explosion.
Imagine an "insight crafting" system where you have to put multiple elements together, Clue-style ("Mr X" "bought" "cigarettes" "at the shop"), and if the recipe is successful, you obtain/unlock a new topic/action/something.
Even if you have only 5 characters, 5 actions, 10 objects and 4 places for the whole game, that gives you a thousand possibilities - more than any player should be willing to exhaust - while making the correct combination is obvious once you've inferred what was happening.
If there's more than a single template, or even almost freeform combination (X saw Y kill Z), exhaustive search is even less plausible. The only thing that a player might be able to brute force is one missing element when they're pretty sure of the rest of the formula, and that's really not so bad (even Sherlock sometimes proceeds by elimination!)
It's a very interesting approach - I'm just stuck on exactly how I'd implement it. The formula system (insight crafting, a good name for it) works in theory - Mr X's name is a piece of in-game information - but where does the word 'bought' come from? Does the player write this in like a keyword? If so, would the game also have to recognise 'purchase' as a correct entry?
It gets unwieldy quite quickly as I've been finding out over and over again, but this insight crafting idea definitely has legs
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