[project1dev] Re: scenario ideas

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 21 Apr 2009 12:57:34 -0700

That is pretty neat, it seems almost like you would just be getting better
at what you do (like if you solve a problem w/ magic you get more
wisdome...etc) which is kinda neat

On Tue, Apr 21, 2009 at 12:54 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> One gripe I have with games that let you pick your stats is that you never
> really know what your getting yourself into. There have been plenty of games
> I picked a "perfect" character and spent tons of time allocating points just
> to realize that the game didn't really play out as I had in mind or that
> stat I pumped was pretty useless.
> Do you think showing the stats to the player is even necessary? Does it
> really make a difference to know your strength is 1 or 10 as opposed to weak
> and strong?
> Throughout the course of the game you can have scenarios that modify your
> stats. If stats are adjustable throughout the game it's not as important to
> have that perfect set up at the beginning of the game. There could be mini
> games you could play to modify your stats. For example, there could be a
> game of chess. If you beat the computer in the game of chess not only do you
> move on to a harder opponent but you gain an intelligence. If you spend too
> much time playing chess your strength might go down from a lack of activity.
> To increase your strength back up you may need to do something more
> strenuous. I think if there are a lot of ways to lose and gain stats there
> will be less need to have it perfect and less reason to prompt restarting.
> Any thoughts?
> On Tue, Apr 21, 2009 at 12:20 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: