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Hoddmimir
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I'm new and I'm opinionated.
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The Odyssey Board Game Review
author=Deckiller
Thanks for writing these solid reviews! They might not be getting a lot of comments, but people do appreciate them elsewhere. Keep 'em coming for sure :)
No problem. :) I just want to start reviewing a lot of these games that don't have reviews yet. Every game deserves a score.
NPC animations. A nice little touch, or waste of time?
Perhaps then something more needs to be done with towns? If the issue is that towns are not worth a visual overhaul, then let's make towns that are more deserving of animations.
NPC animations. A nice little touch, or waste of time?
I approve of anything that helps make a game feel less like a game and more like a world. People acting like people, monsters behaving like monsters, ecosystems that function like an ecosystem, etc... I love it all.
Beautiful Escape: Dungeoneer
There is gathering evidence that Mother Theresa was really not the great person that she is thought to be. Significant amounts of money donated to her and her clinic never reached the patients in any way, and many were not even treated in any fashion. It seems Mother Theresa only wanted to treat them spirituality and help them to die. It may even be that painkillers and sedatives and what not were denied the patients as well. Just wanted to throw that out there. I don't think anything bad can really be said about Gandhi... though I suppose I could be wrong...
Also... I have one message in my inbox in this game on the dungeoneers website. How do I read that?
EDIT: Nevermind. I figure it out.
Also... I have one message in my inbox in this game on the dungeoneers website. How do I read that?
EDIT: Nevermind. I figure it out.
Game Story: Advice Wanted.
author=DorianDawes
This isn't necessarily a story, this is a plot, a good plot, but it needs a story.
Good stories have characters, characters who aren't necessarily focused on saving the world. How many seventeen year olds do you know would actually have a weird dream about crystals and realize it's their destiny to stop evil?
Nobody.
He needs an emotional reason for doing so. Even if its as simple as suddenly, for once in his life, actually feeling important. Maybe its all he's got left. The protagonist needs a deeper motivation for pursuing this quest, otherwise you have a bland, stale archetype of a hero character.
Exactly my feelings on the matter. Much better stated though. :)
Background Stories for NPCs
The other point I would make is that the first scenario can be broken into several times talking to the NPC where is a dialogue really needs to be done all at once, or possibly in a few big chunks. I agree that scenario 2 is probably better for development because main characters are more important than secondary ones. It just adds an extra requirement to character interaction which as you yourself pointed out doesn't work in all games. I also think that your example doesn't just make the main characters more interesting. It still serves to make the NPC more interesting as well.
Background Stories for NPCs
My personal opinion is that I should be able to tell something about every single character in the game very quickly. With NPCs it can be as little as this guy is a baker or this guy is waiting in line to buy groceries. But the fewer characters the more I want to know about them and the more important the character the more I want to know about them. The thing that drives me up a wall is an NPC that says to me "They say there is a magical treasure in the woods!" because who the hell is he? Why does he know this? Why is he telling me? Instead an NPC who says, "When I was walking in the woods earlier today, I saw something shiny up a tree. Isn't that strange?" Now I know he was walking in the woods, noticed something odd, and just wants to share because he thinks it's weird. That is really enough for me for an NPC like that. Important characters should build up a much more rich story of time. I don't want a bio, but plenty of growth and background. That's my 2 cents.
The Odyssey Board Game
This was a delightful game despite being rushed. I have reviewed it and hopefully the review will be approved soon. :)
Would this idea be better as a linear or non-linear experience?
author=Dyhalto
Neither idea overly excites me. The linear aspect feels more FF4-style while the non-linear feels like a VP fangame.
If you feel ambitious, you should try a non-linear sandbox which affects the linear aspects of the storyline.
An example : If the Valkyrie had a choice between a dungeon and a castle (totally separate and unrelated places) and she chose the dungeon, she could thwart the dungeon bad guy while the castle bad guy is able to step up his evil plot a notch.
I like that idea a lot. :)













