[project1dev] Re: scenario ideas

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 21 Apr 2009 16:03:35 -0400

"Cause like, remember when playin GS you would have to reroll your character
for hours to get the perfect character for what you wanted?  That was gay...

With a deterministic system, there is a way to get the right perks to be an
awesome pure magic wizard, but you just have to discover what they are.
That is instead of just re-creating a character a bunch of times til you
randomly get the right scenarios and make the right decisions"

totally alan... basically i think its great if the stats don't have a HUGE
influence on the game but mostly its about perks and skills that you find
work for you via trial and error and just kinda making it on your own... i
like everyone sort of evolving on their own.

for example, in gemstone or diablo 2 you basically plotted out your future
from the beginning to make sure you had the maximum effectiveness in the
future... that is lame and unrealistic, IMO because in real life, you adapt
and change and grow and the more mistakes you make the better because you
learn from them.  the gemstone/diablo2 system PUNISHED you for making
mistakes or for trying out new things by eventually making your character
unviable... hopefully we will make it so everyone can be viable and have fun
with their character even if they have major flaws or made major mistakes...

On Tue, Apr 21, 2009 at 3:57 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> That is pretty neat, it seems almost like you would just be getting better
> at what you do (like if you solve a problem w/ magic you get more
> wisdome...etc) which is kinda neat
> On Tue, Apr 21, 2009 at 12:54 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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