[project1dev] Re: scenario ideas

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 27 Apr 2009 13:31:35 -0700

I agree with you Alan. I think these intro scenarios should be based off
choices and skills not random combat. I think it's ok to be able to lose or
die as long as there is a worthy trade off for it. I like Eric's idea of
having the void man explain to you that all choices are ok. He could even
hint at what you gained or loss because of the choices you made.

Although, there could be one scenario that is mainly combat driven. This
scenario could lead to giving you bonus moves in combat. Perhaps there could
be an entire scenario about fighting in an arena or something to that

I agree that the intro tutorial should not be losable and should not impose
a feeling or desire to reroll.

On Mon, Apr 27, 2009 at 1:29 PM, eric drewes <figarus@xxxxxxxxx> wrote:

> 2 things... defintely the intro will be a tutorial and you won't be able to
> lose in a meaningless way - most fights would have a predetermined outcome
> (like being unable to kill all the natives, or definite victory in a
> different scenario) - for instance, you would actually have to TRY to get
> killed in the boat, it wouldnt be a luck thing.
> On Mon, Apr 27, 2009 at 4:26 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>> hey about combat... in FF3, there was combat when you were playing as
>> terra in the mech but it was all uber easy like theres no way you could
>> lose, but also kinda introduced you to how the combat system worked.
>> maybe we should do the same in these intro areas - there is combat, and
>> each scenario you have / face different skills but theres no way you could
>> lose any of the fights.
>> That way not only are you creating your character but it doubles as a
>> tutorial to the game, and still has combat, but still lets the intro
>> scenarios be about the choices you make and not luck.
>> On Mon, Apr 27, 2009 at 1:23 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>>> :) cool idea re: crashing the boat - i really think it'll be fun to
>>> balance it out so you really "can't lose" in the intro scenarios, but
>>> balance it in non-linear ways like you mentioned.  for instance, if you
>>> crashed the boat right away, you would lose out on the oppurtunity to gain
>>> treasure hunting, trap evading, action skills BUT its balanced out by being
>>> able to find maybe a unique treasure later in the game off of the explorer's
>>> corpse next to his crashed boat.  we definitely don't have to balance apples
>>> to apples :)
>>> On Mon, Apr 27, 2009 at 4:10 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>> Cool Eric. I am on the same page with you.
>>>> If adventure, stealing, having dexterity an being nimble is what the
>>>> scenario is about then losing it should give you opposite bonuses. Perhaps
>>>> if you fight with the natives you will get more strength and or life
>>>> bonuses. There could even be an extra powerful bonus that you may get for
>>>> losing immediately. Maybe you crash the boat never make it to the natives
>>>> and your player character will be able to raid the boat in the future.
>>>> On Mon, Apr 27, 2009 at 12:38 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>> it'll be cool when we are done from the cave, we can all talk about
>>>>> which mission we want to do and start fleshing it out and storyboard it.
>>>>> It's gunnna be awesome! (:
>>>>>   On Mon, Apr 27, 2009 at 12:08 PM, eric drewes <figarus@xxxxxxxxx>wrote:
>>>>>> yeah i don't have a detailed storyboard or anything for this one but i
>>>>>> do have some things in mind
>>>>>> 1) if you died anywhere in the scenario, that would be "the end" of
>>>>>> the scenario - basically keeping you from getting treasure hunting 
>>>>>> bonuses
>>>>>> that come with surviving the scenario but balanced with other bonuses
>>>>>> instead... we dont really want to make it so you have to keep "rerolling"
>>>>>> your character and i like the idea of learning from mistakes they made so
>>>>>> they dont feel like they have to be perfect all the time.
>>>>>> 2) persuasion of the natives could come in the form of maybe finding
>>>>>> an item (an idol or something) in the exploration part before you stumble
>>>>>> upon them that allows dialogue options, or whatnot.. or maybe if you find
>>>>>> the cave BEFORE you find the natives, you get the treasure from the cave 
>>>>>> and
>>>>>> when you exit you present it to them and they make you king or something.
>>>>>> we'll have to work this out one.
>>>>>> 3) there'll definitely be a lot of different bonuses, etc. for actions
>>>>>> during the scenario - win or lose.
>>>>>> 4) i basically envision the traps from indiana jones and the like...
>>>>>> maybe you step on the wrong tiles and darts fire at you, maybe theres
>>>>>> cielings that collapse and you have to find the trigger to stop it from
>>>>>> crushing you, maybe failing at doing a puzzle will set off a trap, etc.
>>>>>> combat also may set it off, and maybe you have to fight some sort of
>>>>>> automaton incan guardbot ha...
>>>>>> 5) i totally had the same thought as you on this... regardless with
>>>>>> what happens to the explorer, he' could show up later (either you find 
>>>>>> him
>>>>>> on the other side, or maybe hes trapped in the cave from a trap or the
>>>>>> natives have captured him or else yeah, he's chillin in a jailbreak area.
>>>>>> also if you fail as the explorer to get the treasure, the treasure would 
>>>>>> be
>>>>>> there in the main game and maybe its needed as a story item so if its 
>>>>>> gone
>>>>>> you have to find the explorer, etc.
>>>>>> :)
>>>>>> On Mon, Apr 27, 2009 at 2:55 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>>>>> What happens if you die? Would you lose points to treasure hunting
>>>>>>> and fighting? How would that impact the story?
>>>>>>> How would one persuade the natives to help?
>>>>>>> Would there be only one treasure to get or would there be lesser
>>>>>>> treasures for lesser bonuses?
>>>>>>> What kind of stuff would the traps trigger? Combat or?
>>>>>>> Random thought: If a character dies in one the the games intro
>>>>>>> scenarios we could always re-use that character when we include the jail
>>>>>>> breaking scenarios to rescue teammates. Perhaps your treasure hunting
>>>>>>> character dies but your player character could meet the treasure hunter
>>>>>>> later when trying to rescue one of your team mates.
>>>>>>> On Mon, Apr 27, 2009 at 11:47 AM, eric drewes <figarus@xxxxxxxxx>wrote:
>>>>>>>> just adding a couple more basic intro scenario ideas i had to see
>>>>>>>> what you guys thought (and if you guys have any, please feel free to 
>>>>>>>> share!)
>>>>>>>> 1.  The Explorer - this scenario is inspired by the death of
>>>>>>>> Magellen at the hands of natives in the battle of Mactan as well as the
>>>>>>>> scene in "The Fountain" in the beginning where Ponce de Leon is 
>>>>>>>> fighting
>>>>>>>> through the aztecs trying to reach the fountain of youth.  I love the
>>>>>>>> classic explorer and native stuff (also indiana jones...) and think an
>>>>>>>> awesome scenario would be an explorer landing his boat at the edge of a
>>>>>>>> river and exploring a little jungle area and getting attacked by 
>>>>>>>> natives.
>>>>>>>> Here's how I see it playing out, you actively control a boat down a
>>>>>>>> river until you read a dead end of sorts (like maybe you go over a 
>>>>>>>> water
>>>>>>>> fall or hit some rocks), you get out and explore a little jungle area 
>>>>>>>> (maybe
>>>>>>>> a couple wild animal enemies) and stumble upon a small native camp.  
>>>>>>>> They
>>>>>>>> attack forcing the character to flee (as little cut scenes as 
>>>>>>>> possible, id
>>>>>>>> like to lead the character where we want them but leave the active 
>>>>>>>> control
>>>>>>>> in their hands) and he enters a small cave which is a shrine for the 
>>>>>>>> natives
>>>>>>>> (the natives stop outside the shrine because its a sacred area) - once
>>>>>>>> inside its an indiana jones-esque collection of puzzles and dangers
>>>>>>>> ultimately leading (assuming you survive!) to some sort of treasure 
>>>>>>>> and an
>>>>>>>> exit to safety.
>>>>>>>> effects of this scenario would be adding to things like treasure
>>>>>>>> hunting/avarice, possibly helping charisma (maybe you can make friends 
>>>>>>>> with
>>>>>>>> the natives rather than fight them) some combat-ish stuff, obviously a 
>>>>>>>> lot
>>>>>>>> of action stuff like survivng traps and figuring out puzzles, etc.

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