ENKER'S PROFILE
Enker
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An English Graphic Designer and Illustrator with a passion for gaming!
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Mission-Based RPG
Why not have it so the entire story takes place in someone's fractured psyche? Your party members can be fragments of somebody's mind trapped in the subconsciousness, forced to recover memories hidden deep in the subconsciousness so that the place they're trapped in doesn't go completely off the deep-end. They are attacked by nightmares, dark memories, horrible creatures of the psyche that want the subconsciousness for their own. Etc.
Normally I'd jump at the opportunity to mess about with this kind of thing, however the nature of the game design - which is total player choice over characters and their parties - somewhat makes for a less driven narrative than such a concept would require. Especially with so many people potentially participating.
What we need is a concept along the lines of a world covered in a deadly mist for millenia, where suddenly the winds have returned and now new areas are being revealled. The team of the player is charged with exploring these new regions, who venture out each time with no idea of what they will discover.
Mission-Based RPG
Steampunk is the name for a fusion of fantasy story with technological elements. These elements are oftern powered by steam and coal to achieve results science fiction would normally have powered by computers (eg: mechs in the Final Fantasy series or Grandia's use of trains).
http://en.wikipedia.org/wiki/Steampunk for more ;)
http://en.wikipedia.org/wiki/Steampunk for more ;)
Sonic: the RPG
Mission-Based RPG
Ok, my little comment on potential mission-based community goodness seems to have gotten a few interested parties.
In a nutshell we're looking at creating a solid home-area containing all of the basics of play and a large amount of space for subsequent material to be added. Within this area the player will begin, and be able to take both his/her self and a custom team of some (potential) 65 class types into battle across a series of dungeons that are accessable from this central hub.
With each new release the home area would remain the same, and being the only true save-point in the game, the players would be able to export their parties and items/stats/money/etc directly into the updated version each month, containing new missions and a chance to further the story.
With character classes released as the game progresses and purchasable through the use of victory points, you could potentially be running around with a whole army of characters - selected each time for the mission at hand - not to mention customised with a huge variety of weapons, gear and special abilities to teach them in addition to their class-ability.
FORMAT: RPG Maker 2000
GENRE: Dungeon Crawler
PREMISE: Monthly slices of dungeon-crawling action with dungeons submitted by the community.
I'm thinking a Steampunk setting will be best as it allows for fans of heavy fantasy and sci-fi to vent their own dungeon ideas without having to ret-con the world setting.
Ok guys - step 1: Let's have a list of character classes, what they are good/bad at and what their one special talent will be. (I say one talent, figuring that a no-cost ability comes with each class and then additional abilities are purchased or won in-game and taught to characters, adding to the team building side of the game).
And . . . go!
In a nutshell we're looking at creating a solid home-area containing all of the basics of play and a large amount of space for subsequent material to be added. Within this area the player will begin, and be able to take both his/her self and a custom team of some (potential) 65 class types into battle across a series of dungeons that are accessable from this central hub.
With each new release the home area would remain the same, and being the only true save-point in the game, the players would be able to export their parties and items/stats/money/etc directly into the updated version each month, containing new missions and a chance to further the story.
With character classes released as the game progresses and purchasable through the use of victory points, you could potentially be running around with a whole army of characters - selected each time for the mission at hand - not to mention customised with a huge variety of weapons, gear and special abilities to teach them in addition to their class-ability.
FORMAT: RPG Maker 2000
GENRE: Dungeon Crawler
PREMISE: Monthly slices of dungeon-crawling action with dungeons submitted by the community.
I'm thinking a Steampunk setting will be best as it allows for fans of heavy fantasy and sci-fi to vent their own dungeon ideas without having to ret-con the world setting.
Ok guys - step 1: Let's have a list of character classes, what they are good/bad at and what their one special talent will be. (I say one talent, figuring that a no-cost ability comes with each class and then additional abilities are purchased or won in-game and taught to characters, adding to the team building side of the game).
And . . . go!
The "Here's an idea" thread
I'll open up a thread for the proposed idea - though it WILL be something in RPG Maker 2000, I warn you all ;) my love lies with it.
What's your opinion on "cliched" games?
The "Here's an idea" thread
It's something I'd deffinatly be up for working on (alongside my own long-time love Shadow's Reach). We could have a basic test of the home setting and character creation up by then end of the week with a tutorial dungeon if I really put my mind to it. Contact me if you want to be involved - PM me here or email me and we'll do some deffinate work on a trial version.
Anybody want to produce some custom graphics or chipsets for it? What classes do people enjoy playing most? I have about 10 in my head but would like to implement people's favourites.
Anybody want to produce some custom graphics or chipsets for it? What classes do people enjoy playing most? I have about 10 in my head but would like to implement people's favourites.
What's your opinion on "cliched" games?
Quintessence - The Blighted Venom
Well I've just downloaded the game and played it all of the way through its current content in one sitting - and wow, the team behind this are certainly making great use of professional-level story writing. I'm VERY impressed by this one, which just goes to show that the indy maker scene can be just as good as some of the professional releases out there.
What's your opinion on "cliched" games?
Realistically, (and speaking as someone who wrote his dissertation on narrative theory) there are really only a handfull of stories to be told. These are edited by the setting, characters and themes told throughout but never classically stray too far from their arch-types.
But to be honest, people save the world/their souls/their people/undo a great wrong from evil/misguided/secretly heroic individuals because that is the meat of the story. Heroes need obsticles to overcome, protagonists need an antagonist and every story needs the stakes to be high. Put any group of games (not just rpgs) no matter now 'original' next to eachother and you can pick out the common themes.
In short, cliche is fine - sometimes even revelled in such as Dragon Quest 8 did to massive fan reaction - as long as the general setting, characters and challanges presented are interesting. The Final Fantasy series recycles themes and ideas all the time, but edits the game system and world significantly. Who here would say that FF7 and FF9 were the same game with moderate changes?
Me? I like a little bit of cliche now and again.
But to be honest, people save the world/their souls/their people/undo a great wrong from evil/misguided/secretly heroic individuals because that is the meat of the story. Heroes need obsticles to overcome, protagonists need an antagonist and every story needs the stakes to be high. Put any group of games (not just rpgs) no matter now 'original' next to eachother and you can pick out the common themes.
In short, cliche is fine - sometimes even revelled in such as Dragon Quest 8 did to massive fan reaction - as long as the general setting, characters and challanges presented are interesting. The Final Fantasy series recycles themes and ideas all the time, but edits the game system and world significantly. Who here would say that FF7 and FF9 were the same game with moderate changes?
Me? I like a little bit of cliche now and again.