[project1dev] Re: scenario ideas

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 21 Apr 2009 14:06:07 -0700

Not use them at all? No, sounds kinda tough

On Tue, Apr 21, 2009 at 2:02 PM, <figarus@xxxxxxxxx> wrote:

> Hey kent, did you ever play ff6 without espers?
> Sent via BlackBerry from T-Mobile
> ------------------------------
> *From*: Kent Petersen
> *Date*: Tue, 21 Apr 2009 13:32:35 -0700
> *To*: <project1dev@xxxxxxxxxxxxx>
> *Subject*: [project1dev] Re: scenario ideas
> Wouldn't that still focus on stats and power building or am I missing
> something?
> Because, 2 warriors one strong with minimal sword skills and the other weak
> with great sword skills, still just have strength and sword skills stats,
> right?
> On Tue, Apr 21, 2009 at 1:26 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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