Good idea, you should get someone on that immediately. To be frank, I hate MMORPGs more than any other genre, but if this game was made I'd definitely sign up ^.^
Not trying to be mean here, man, but your bolded text loses all meaning when you bold that much. It's like shouting an entire speech: no emphasis on anything.AdamRBi said:snip
Wasn't really meant for emphasis, just to set it apart from the rest of the post, but if it's that troubling to the eyes I'll change it to Italic. Thanks.Scout Tactical said:Not trying to be mean here, man, but your bolded text loses all meaning when you bold that much. It's like shouting an entire speech: no emphasis on anything.AdamRBi said:snip
Hey! Found my local copy.Formica Archonis said:Lore Sjoberg once did a Capybara Brothers comic on something like this. Called a Buddhist RPG, the player had just traded in his axe for a stick. Shame his site is down, otherwise I'd link to it. I think this is the right link [http://apocrypha.badgods.com/posts/buddhistrpg].
I like the concept and think it could work well, but the reason for giving up spells seems a bit contrived. If you had tasks ahead of you that you knew would weaken you once they are completed, you would be at the very least hesitant when choosing the next task to go after.Yahtzee Croshaw said:crazy idea for RPGs that might actually work.
Unfortunately the school legally owns the game because it was produced using their equipment, and it was just a school project and not intended to be sold. I tried to look for it online, but unfortunately I couldn't even find a Youtube video of it! Sorry!yoyo13rom said:Could I buy their product? I mean I'm not interested in the code, I just wanna play this thing. It sound really interesting!Nevrus02 said:I go to school in Burlington, VT. for Game Design. A team two years ago actually created a game along these lines called "The Eve" that begins with the final boss fight, and then the player must slowly sacrifice their abilities in order to get closer to their love. The levels were themed on the pitfalls of relationships- Pride, Jealousy, Lust, and I believe Deceit. The player chooses an ability- double jump, shield, attacking, and crawling- to sacrifice at the end of each level. They can also end the game early by sacrificing their love so that their love can be free of the curse you're working so hard to undo.
The concept was brilliant, as each sacrificed ability cut off many easier paths in each level. I feel like it's proof of concept for this kind of play.
Stay bastardly, Yahtzee!