[project1dev] Re: scenario ideas

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 21 Apr 2009 16:26:34 -0400

in sports games, stats like strength, speed, stamina all affect gameplay but
just having 99 in those three doesn't make you a good player, athleticism
=/= skill.  likewise a wizard could be super intelligence but its like
having potential, if you dont USE the potential, its worthless...  maybe
thats where the balance could come from as far as stats and balancing...
just being strong doesn't make you a great warrior, but strength could be a
crutch for an unskilled player and being weak would be compensated by skill
in a savvy player... just thinking outloud

On Tue, Apr 21, 2009 at 4:04 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> Thats a good point eric.
> What about this....if this helps the situation...
> Lets say you solve a problem that has multiple solutions by using magic.
> Maybe in doing so, you find a "seed of wisdom" which increases your wisdom
> stat? :P
> shrug, maybe im just mudying the waters though hehe (if so, sorry!)
> 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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