GALE'S PROFILE
Gale
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What are you thinking about right now?
Where will you be in 10 years? (Discussion)
Whats the worst thing you ever saw in high school?
I don't know, probably watching people pass cigarrettes to each other in the lunch queue.
The biggest facepalm moment might've been when this guy told me he worshipped the devil because they have slot machines in hell.
The biggest facepalm moment might've been when this guy told me he worshipped the devil because they have slot machines in hell.
What are other major sites in the RM Community?
EVIL
FWFinalFight.PNG
Bonuses versus Setbacks
It depends on how you're implementing it.
For example, in Fallout 3, you might be fine with sacrificing Endurance in favour of Strength. However, when it comes to the Perks system in that game, it would probably be annoying if levelling up offered you perks with setbacks, rather than perks that purely consisted of bonuses.
For example, in Fallout 3, you might be fine with sacrificing Endurance in favour of Strength. However, when it comes to the Perks system in that game, it would probably be annoying if levelling up offered you perks with setbacks, rather than perks that purely consisted of bonuses.
How do commercial developers design RPGs?
From what I gather, someone will write up a design document, which will be passed onto a producer, who will boss lots of skilled people around. Something like that.
Would this annoy you?
post=138974post=137268If I don't get any sense of direction after a while of playing, I just quit. BUT if I know what I'm supposed to do next and where to go easily, but there are thousands of side quests- I'll have tons of fun doing them and continue the story whenever. You can "widen" the gameplay like that if you wanted so long as you told me what I'm supposed to be doing, and I would still possibly enjoy it.
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Would it irritate you, as the player, to be forced to explore the game world in order to make progress in the story, or do you prefer to be very clearly directed to where you need to go next?
As for the "NOT A MERE RPG COULD CONTAIN THE AWESOMENESS OF OBLIVION", you could actually easily implement the journal system into a typical JRPG model. In fact I wish more JRPGs did this because I love the simplicity and the Anime style they tend to have but would love if it were more open.
Seriously, if you take a look inside at the mechanics of Oblivion (and I have, of course) it's not that complicated. It's actually surprisingly simple at how they did things. Sure the construction interface is crap, but you can still make fun dungeons full of enemy factions and add in some quests/whatever.
Actually, if you want a more open experience without annoying players like me, you should actually get the construction kit for Fallout 3 / Oblivion and check out how they put stuff together. You don't have to learn how to make your own content, just poke around and experiment.
I'm a huge fan of those two games (mostly FO3) and they're highly inspirational to the game I was planning.














