[project1dev] Re: Dungeon decoration, feel, and design

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 31 Mar 2009 11:52:25 -0400

Visually, everything can be tweaked, and polished so dont be tooo concerned
about that.


just a note on the general design philosophy of the game:

basically, i want everything to make sense in the world that we create.  if
there are enemies, etc. somewhere, there should be a reason - not just
random creatures that wander around and attack for no reason... i would say
a lot less random meaningless encounters with more mini-bosses or
fights/confrontations that make sense.  the idea is more about exploration
and adventure as opposed to just grinding (though theres defintely room for
grinding areas) puzzles that make sense are great, i really liked what chris
said re: having the exit being different than the entrance.  Basically i
think the more fully fleshed out and sensible the world is, the more
immersed the player will be.  in rpg's etc, i feel like there are usually so
many monsters and battles that they become rendered meaningless, theres no
sense of danger in random encounters in final fantasy, no sense of loss when
a character dies, no fear.  i want to bring tension and suspense in, i want
there to be concequences to being defeated that dont just involve having to
start the level/dungeon over again.  i think these things will separate this
game from the pack of rpg's... have a sense of meaning and accomplishment
that come from the player, not just written in by us as the creators.  i
believe games can invoke fear, mystery, wonder, sadness, joy... i actually
believe that they have more potential for that than movies because the
player is directly tied in, the more we can immerse ppl into the experience,
the better.

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