"I don't know if I am being clear w/ this but I think as long as we have strong interesting characters, awesome stuff to find and a detailed world to explore we will be able to engage the player and allow the experience of the game to sweep them away." This is a very good and clear vision, and I totally agree with you Eric. I am going to post a character writeup in a little bit. On Tue, Apr 28, 2009 at 2:46 PM, <figarus@xxxxxxxxx> wrote: > I think basically the beginning will be like training wheels and it'll be a > little linear as far as story progression goes but once the worlds merge or > whatnot the main bulk of the game will be exploration and non-linear story > arcs you basically discover... It will be a delicate balance between (and I > think a lot of games totally fail at this) letting the player explore and > find adventure on their own and being totally lost on what to do next... I > think that there is a way and we will strive to do this to make it feel > completely free flowing with the player in control of their own destiny but > we will lead them with subtle tugs. Think about marge waiting for homer at > the light house cuz springfield slopes downhill and homer likes bright > lights... :P haha > > > > Sent via BlackBerry from T-Mobile > > ________________________________ > From: Alan Wolfe > Date: Tue, 28 Apr 2009 14:15:19 -0700 > To: <project1dev@xxxxxxxxxxxxx> > Subject: [project1dev] Re: party members/characters > > Yeah it seems like alot of previous games are either open ended like > oblivion or on rails (albeit good rails sometimes!) > > Chrono Trigger and FF3 both had tons of side optional stuff you could do, > which maybe is what sets them apart. > > Our game it seems is kind of going to be purely the side optional stuff and > longer chains of that optional stuff that affect / are affected by your > reputation / choice scoring. > > It seems like it'll be guided open endedness which seems like it will be > kind of a new experience for gamers. > > I think it'll be good, I have faith in Eric's master plan (: > On Tue, Apr 28, 2009 at 1:40 PM, Matthew Freeland <mattthefiend@xxxxxxxxx> > wrote: >> >> Agreed, backstory is essential to any good RPG, one thing I hate more than >> anything else as a hardcore gamer is stuff like Oblivion. >> Great game and all, but the delivery method of the game is weak, you're an >> emotionally devoid mute who arbitrarily popped up and was prophesied to save >> the world blah blah blah nonsense. My personal preference for any kind of >> good RPG is just an average joe that doesn't have some stupid prophecy >> hanging over his head, that just goes through life kicking ass. >> >> On Tue, Apr 28, 2009 at 6:53 AM, eric drewes <figarus@xxxxxxxxx> wrote: >>> >>> i really think a character driven plot will be essential to the game, and >>> the intro scenarios i feel will be sorta the backbone of the storyline >>> because they are interwoven throughout. if you have a particular character >>> in mind that you would want to have a part in the game as either a villain, >>> npc or potential party member - you could share your vision now and we could >>> work it into a scenario or write a scenario involving it (or if you have a >>> scenario in mind, we can start to develop it). This isn't the "last chance" >>> or anything because there will be plenty of oppurtunities later but i figure >>> the sooner we start the list and introduce themes (like if your character is >>> a tribesman or something, itd be nice to include references to tribes in the >>> plot/story so its not just out of left field) the more cohesive the game >>> will be :) just a thought! and definitely appreciate all input, etc. >> > >