[project1dev] Re: scenario ideas

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 21 Apr 2009 15:39:38 -0400

woot :)

i guess i think the scenarios are cool but am concerned w/ development, like
they are just the intro and will be short so i am worried they might not be
worth our time even though i think they will add some neat depth, etc. to
the game... also, i am a little concerned w/ people wishing they could just
pick their own stats and skills rather than accepting what they get via
decisions in game...

ogre battle and dragon quest 3 for the gameboy used methods similar to this
and it worked pretty well and was really neat (but a lot shallower and less
engaging than what i have in mind)

im thinking maybe when you're done you can tweak the stats or exchange
skills?  but then maybe that defeats the purpose of it altogether...

not sure... still developing the idea

On Tue, Apr 21, 2009 at 3:20 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)

Other related posts: