[project1dev] Re: scenario ideas

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 27 Apr 2009 16:38:27 -0400

:)  love the idea, would work in the gladiator/arena scenario or maybe a
different one too... really neat idea

re: parent scenario - maybe there's certain racial traits like your dad
marries a dryad or something and so you get naturalistic powers or your mom
is a princess and theres a storyline there, that type of thing.  not sure
but we can come up with something :)
On Mon, Apr 27, 2009 at 4:34 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> i agree w/ you kent
> hey guys....
> we should have some kind of puzzle or battle or something that seems like
> it's possible, but really is impossible to get past.
> and like, if you try past a certain point (you can quit whenever you want
> to) you get something for your tenacity of "never say die", and maybe you
> get something like 2x damage when you are low on life, or when your
> character dies you deal a crit to whatever hit you.
> (of course other rewards from this scenario would have to balance this out
> :P)
>   On Mon, Apr 27, 2009 at 1:31 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.

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