[project1dev] Re: scenario ideas

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 21 Apr 2009 12:55:15 -0700

Well, if we have faction rep scores, doing the intro missions could
pre-populate your faction rep based on the decisions you made.

Then, depending on your faction rep when being done w/ the intro section,
that decides where you start in the world perhaps (altho maybe not, this may
be too much work for designing right? having to make multiple lwo level
intro areas?)

Another thing is that every mini scenario has a set of character perks you
can get based on the decisions you made instead of affecting your stats

This way, whatever way you choose, you will get something (might not tell
you what perks you get for your character til the end).

Perks could be bonus to stealth, or pickpocketing, or increased run speed,
or a lean towards magic (ie magic skills would take less poitns to train in
or whatever), and things like that.  Special unique attributes about your
character that you couldnt get in game.

If we did it that way, i'd request that we made it deterministic instead of
random, the scenarios you encounter.

Cause like, remember when playin GS you would have to reroll your character
for hours to get the perfect character for what you wanted?  That was gay...

With a deterministic system, there is a way to get the right perks to be an
awesome pure magic wizard, but you just have to discover what they are.
That is instead of just re-creating a character a bunch of times til you
randomly get the right scenarios and make the right decisions

On Tue, Apr 21, 2009 at 12:39 PM, eric drewes <figarus@xxxxxxxxx> wrote:

> 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)

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