[project1dev] Re: scenario ideas

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 27 Apr 2009 16:36:12 -0400

we're definitely all on the same page here - hey i actually also really like
your idea of fighting in an arena being a scenario, we could have a
mini-story about an old gladiator who ppl are like "his days are over... he
was great once but he can't survive the next tournament" basically, a
grizzled old dude's last hurrah.  i dunno, its your idea so i leave that one
up to you :) just tossing my 2 cents in.

On Mon, Apr 27, 2009 at 4:31 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> 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
> extent.
> 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.

Other related posts: