[project1dev] Re: scenario ideas

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 21 Apr 2009 13:02:57 -0700

I lean toward not showing the stats for the reasons you provided, Eric. I
think the game should be fun and playable no matter what path you pick.

Alan, I like your deterministic bonus intro approach. I think it would be a
great way to let the players decide what they want and provide unique
bonuses.

On Tue, Apr 21, 2009 at 12:59 PM, eric drewes <figarus@xxxxxxxxx> wrote:

> argh i am so torn because i totally think its awesome to have stats hidden
> and you kinda play to your own strengths and find what works for YOU and
> YOUR CHARACTER... like that seesms really neat... but on the other hand, i
> know people love stats and i obsess about them too...
>
> maybe not having stats would let people focus on having fun and having a
> well rounded in depth character instead of just min/maxing and focusing only
> on the most deadly skills...
>
> like, diablo 2 is a good game (i havent played in years!!!) but basically
> people found the only worthwhile skills and maxed them out and the game was
> balanced for having the best skills maxed out so hybrids or mutants with
> quirky unique focuses became obsolete.  this happened in gemstone too...
>
> i really think a lot of effort should be made on our part to balance the
> game so that its fun without having the numerically perfect character... we
> want people to make mistakes and enjoy the flaws their characters have by
> compensating in intelligent and clever ways...
>
> On Tue, Apr 21, 2009 at 3:54 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>
>> One gripe I have with games that let you pick your stats is that you never
>> really know what your getting yourself into. There have been plenty of games
>> I picked a "perfect" character and spent tons of time allocating points just
>> to realize that the game didn't really play out as I had in mind or that
>> stat I pumped was pretty useless.
>>
>> Do you think showing the stats to the player is even necessary? Does it
>> really make a difference to know your strength is 1 or 10 as opposed to weak
>> and strong?
>>
>> Throughout the course of the game you can have scenarios that modify your
>> stats. If stats are adjustable throughout the game it's not as important to
>> have that perfect set up at the beginning of the game. There could be mini
>> games you could play to modify your stats. For example, there could be a
>> game of chess. If you beat the computer in the game of chess not only do you
>> move on to a harder opponent but you gain an intelligence. If you spend too
>> much time playing chess your strength might go down from a lack of activity.
>> To increase your strength back up you may need to do something more
>> strenuous. I think if there are a lot of ways to lose and gain stats there
>> will be less need to have it perfect and less reason to prompt restarting.
>>
>> Any thoughts?
>>
>>
>> On Tue, Apr 21, 2009 at 12:20 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>
>>> It will be perfect timing since josh's storage system is going in before
>>> the next milestone.
>>>
>>> We'll be able to store the decisions the player made so that later on we
>>> can query the system to see what choices they made (:
>>> On Tue, Apr 21, 2009 at 11:33 AM, eric drewes <figarus@xxxxxxxxx> wrote:
>>>
>>>> probably a hybrid of both... i forget if it was just me and alan
>>>> discussing this or if it was a public conversation but here was my thought
>>>> on it...
>>>>
>>>> ok so there will be a few mini scenarios that seem existential and
>>>> unrelated in nature that basically test the player's personality, are they
>>>> greedy?  helpful? do they follow directions? do they think their way 
>>>> through
>>>> problems or fight their way through?  etc.
>>>>
>>>> there will be a few scenarios (i think this depends on how cool the
>>>> first couple of ones turn out or if we decide this is 100% the way to do
>>>> it... in my mind there is up to 10 or so.... but maybe less, depends on a
>>>> lot of factors) for the sake of example lets say there are 6.
>>>>
>>>> the player will play through 3 of the 6 in random order,  the way they
>>>> work is that the player takes possession of a character in the scenario and
>>>> will have to complete it... some examples might be a prisoner locked up and
>>>> you have to escape, or a princess who has to decide which prince to marry,
>>>> or a warlord who has to decide whether to burn a city he has conquered, 
>>>> etc.
>>>> the player's actions in the scenarios will go into figuring out the perks
>>>> and basic stats, as well as possibly gaining a sidekick in the scenario, or
>>>> special perks, or the potential to use magic...
>>>>
>>>> furthermore, the player THINKS these are unrelated scenarios with no
>>>> bearing on the game... not so, their decisions in the scenarios actually
>>>> affect the story of the game... maybe later on you run into the escaped
>>>> prisoner, or you stumble upon a burnt down town, or you meet a queen who is
>>>> married to a vile tyrant - all things that the player unknowingly affected.
>>>> i think this would be really neat :) plus it adds replayability... i think
>>>> by having these types of things w/ the customized character and various
>>>> methods of getting through levels, etc... it gives each person their own
>>>> experience in the game and invites them to play the game over again using
>>>> different styles and methods...
>>>>
>>>> plus the scenarios will be fun and let us explore some diverse
>>>> situations/environments/characters
>>>>
>>>> On Tue, Apr 21, 2009 at 1:13 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>>
>>>>> Are we going with playing the character creation process or
>>>>> traditionally selecting stats n stuff from a list?
>>>>>
>>>>>
>>>>> On Tue, Apr 21, 2009 at 8:57 AM, <figarus@xxxxxxxxx> wrote:
>>>>>
>>>>>> im writing up documents related to the mini-scenarios that will make
>>>>>> up the intro/tutorial/character creation stuff... if anyone has any ideas
>>>>>> for these, let me know... if you're not sure how they work yet, i'll post
>>>>>> the first one soon so you get the gist of how it will work (assumign we 
>>>>>> roll
>>>>>> w/ this method)
>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>

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