[project1dev] Re: scenario ideas

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 21 Apr 2009 16:33:44 -0400

oh and re: deterministic and alan's thought that solving stuff w/ magic =
bonus to magic, thats totally how i had envisioned the scenario system
playing out so we are definitely on the same page there... i actually think
these things will go from abstract to more clear once we actually work on
scenario ideas, like, having a frame of reference will help us make these
decisions better... i will definitely do some basic outlines tonight and we
can go from there.


also, i want to say that i'm really happy we all seem to be on the same
wavelength when it comes to this... it will be fun getting things nailed
down perk/stat/skill wise and picking and choosing what goes in the game...
i think there will be so many awesome ideas :)



On Tue, Apr 21, 2009 at 4:26 PM, eric drewes <figarus@xxxxxxxxx> wrote:

> 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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