oh and most importantly, i think we can accomplish all of this while still making the game fun... On Tue, Mar 31, 2009 at 11:52 AM, eric drewes <figarus@xxxxxxxxx> wrote: > 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. >