[project1dev] Re: scenario ideas

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 27 Apr 2009 13:52:01 -0700

testing is going to be rough unless we figure out a good system and keep
things organized

"when i talk to this guy and i have this rep he says this, but when i have
this other rep it does this and i can't progress on the mission" :P

On Mon, Apr 27, 2009 at 1:40 PM, eric drewes <figarus@xxxxxxxxx> wrote:

> yeah totally, good ideas - i like the idea that ppl may regard you as
> famous or whatnot or maybe help you (or despise you) like that could work in
> conjuction with the faction stuff and charisma, having a noble upbringing so
> maybe you're a jerk and peasents hate you but you know courtly manners so
> royalty like you, etc.
> we'll flesh it out more when we work on that scenario
> i really like the idea of having diverse scenarios with multiple solutions
> for character creation seems really fun to play through and make
>   On Mon, Apr 27, 2009 at 4:37 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>> that would be really cool eric, like it could affect what kind of house
>> you live in, your starting equipment, how people treat you (ie are the
>> gaurds friendly cause your father was a famous knight? or do they hate you
>> cause you are a begger and a thief trying to survive?)
>> On Mon, Apr 27, 2009 at 1:35 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>>> That parent scenario sounds pretty cool. How would the lineage affect
>>> your character?
>>> On Mon, Apr 27, 2009 at 1:32 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>>>> yep yep :) this is awesome... see, and like, death in these intros
>>>> wouldnt necessarily be a "you lose" thing, it would just be the 
>>>> completetion
>>>> of a story.
>>>> something i was thinking also is we could have a scenario maybe where
>>>> you play your father (or mother) and the choice you make (unbeknowst to you
>>>> until later...) would affect your lineage... like you make the choice and 
>>>> at
>>>> the end it shows two people and a baby and they are like "aww... lets name
>>>> it <your name>" so its revealed at the end of the scenario it was your
>>>> parents, not just random ppl
>>>>   On Mon, Apr 27, 2009 at 4:29 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>> Those are neat ideas.
>>>>> Like yeah....
>>>>> Let's say you play as a knight and you come across a gleaming sword
>>>>> saying its like a 1 use sword, waiting for the true hero to take it
>>>>> If you have the gaul to take it for yourself, you end up dying in the
>>>>> heart of undead land (like its unavoidable).
>>>>> So... if you take it you get some kind of modifier to your character,
>>>>> but the sword is now kept in some undead lands, and really hard to get to.
>>>>> but, if you leavbe it, it's more accessible.
>>>>> maybe you have to get this sword as part of a quest so it would make
>>>>> that quest harder or easier :P
>>>>>   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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