What would you like to see in a game?

Recommended Videos

Aemoh87

New member
Mar 14, 2011
26
0
0
canadamus_prime said:
Think Quest for Glory + Diablo II + Oblivion/Fallout 3.
So the whacky fun world & puzzle solving of Quest for Glory + the hack and slash battle style of Diablo II also the magic system 'cause that's one of the few games where magic users didn't suck + character customization of Oblivion/Fallout 3.

...wait that's probably beyond your means isn't it? Still it'd be awesome though.
Diablo 2 is one of our major influences. I just lost my high level hardcore ladder barb :( Sad times. I really like how talents interacted especially in game. With my barbarian I specialized just for concentration/battle orders, but I used several other skills including Item Find to improve my character's overall effectiveness. Also you need to take into account the other characters in your party, it doesn't help to stack roles.

And yes Fallout is WAY beyond my means, that is big budget stuff.
 

Aemoh87

New member
Mar 14, 2011
26
0
0
Whateveralot said:
A main character with a phobia, where he or she conquers the phobia in the end of the game. Where the game scares the player into being afraid of the phobia as well, for example if it's a water phobia, the game could play near the open sea where, whenever you are near water your character will be notifying you of being scared, and when the player is still tempted and tries to jump in, something deeply distrubing drags you down to the bottom of the sea and you blackout halfway there. The more disturbing this is, the more intimidating the end will be. Imagine being on a drowning ship with something that is very dear to you and the only way to save that thing you love, is by swimming.

A game where, when you die, your screen blacks out and all you hear is a distant echo of the sounds you heard before death.
I like that, but it's very specific to a character. I am the lead on this project and everyone is involved in the writing to some extent, but the writers are going to develop the characters further. As for an end game screen I thought of more of just a montage of reactions from the characters close to the one who died. (maybe even with an evil smurk from any characters who hated that one :) haha)
 

rickvhoeij

New member
Feb 8, 2011
11
0
0
Aemoh87 said:
As for pacing that is important but it's something that is part of revision.
I would really suggest to look into this more actively. Most people have a very short attention span.

Speaking for myself, if an "epic" RPG doesn't catch my attention storywise in the first 2 hours of the game, I will probably won't finish it. That said, I'm not a big RPG fan cause the story pacing is often interrupted by grinding parts. If I'm not compelled with the 'hero(es)' story of the game I would find it hard to continue with the game. It starts to feel like work instead of the hero making progress.

To stand out in the crowded RPG market, I would think a very well paced story could make your game stand out. The game mechanics of an RPG are pretty set in their ways and reinventing the wheel isn't what stands out. The best games I remember are more because of the story that suck in my head then the battle mechanics.
 

cgentero

New member
Nov 5, 2010
279
0
0
Aemoh87 said:
Diablo 2 is one of our major influences.
Does this mean you will have a hardcore mode

rickvhoeij said:
To stand out in the crowded RPG market, I would think a very well paced story could make your game stand out. The game mechanics of an RPG are pretty set in their ways and reinventing the wheel isn't what stands out.
I have to disagree, consider Demon's Souls while it's story isn't bad it certainly isn't the best but it sold unexpectedly well thanks to the game's unique sense of gameplay. I'm not saying don't work towards a compelling storyline just that new gameplay innovations do stand out much more than you give them credit for.
 

Arqus_Zed

New member
Aug 12, 2009
1,181
0
0
Aemoh87 said:
Also this will be and RPG, most likely some semblance of turn based.
Ah, sweet!

A)
Well, the way I see it, when it comes to gameplay, you've got to find 'that one mechanism'.

Final Fantasy VII's materia.
Legend of Legaia's manual attack-commando input system.
Final Fantasy X's sphere grid.
Shin Megami Tensei: Lucifer's Call's Magatama system.

Find a mechanism that allows players to evolve, let them get hold of new moves and try out different combinations. Games like Final Fantasy X, XII or XIII have the downside that, in the end, every character is pretty much identical because everyone can learn everything - you'd be playing it safe, but I couldn't really recommend it. On the other hand, games like Chrono Trigger and Final Fantasy IX have abilities that are learned either by gaining levels or carrying a certain weapon long enough, but the abilities are always the same for the characters. This lack of customization wasn't too bad back in the day - and could be quite amusing when done right - by I wouldn't really recommend it.

I'd suggest finding something like FF VII or Shadow Hearts: Covenant - a system that finds a balance between abilities unique to a character and the option to customize. Off the top of my head, maybe you could reinvent the classic switchable job-system? For example: have a very limited set of jobs ready, but through the course of the game, let them combine those jobs to create new ones, with personal characteristics having a effect on the outcome.

And, if you should have time/resources left, take in account that pretty much every RPG fan likes creatures that are on your side, be it through summoning, fusion with a character or an alternative to a classic magic spell. The espers/eidolons/aeons/whatever from the Final Fantasy series, the seru from Legaia, the djinns from Golden Sun, the fusions from Shadow Hearts, etc.

But I figure the hardest part will be to come up with something original that still works... Also, on a personal note, I've always like an RPG with a few puzzles in it to boost the variety.

B)
Storywise? Go nuts. Try to stay away from the stereotypes and dare to do something that breaks with the cliche "silent, courageous hero", "naive love-interest", "butch guy with a golden heart" and "big breasted amazon babe with the sharp tongue".

As for the 'quest' itself, same thing. Instead of saving the planet, why not have the world already destroyed and have you team pick up the shambles? Maybe there isn't even a planet, maybe there's just heaven and hell (and possibly purgatory). Hell, for all I know, the planet is an alternate universe inhabited by werewolves using 'El Mariachi'-style electric guitars modified with weaponry to battle a steampunk devil in an auditory bio-bastion. Just saying...

C)
Graphically? As long as it's atmospheric. RPG's - especially turn-based ones - aren't about achieving the highest grade of realism. I'd say, just like the story, go nuts. Just try to keep the end-result coherent.

/end rant
 

rickvhoeij

New member
Feb 8, 2011
11
0
0
cgentero said:
I have to disagree, consider Demon's Souls while it's story isn't bad it certainly isn't the best but it sold unexpectedly well thanks to the game's unique sense of gameplay. I'm not saying don't work towards a compelling storyline just that new gameplay innovations do stand out much more than you give them credit for.
I think you have a point there, but I don't think the project in this thread is at that level. So that would make the comparison not as usefull.
 

Whateveralot

New member
Oct 25, 2010
953
0
0
Some other idea is to have overcharge / adrenaline mode. Where, whenever you are near death, you will become more powerful. In case you use fire magic, everything around you will incinerate / catch fire when you are near. Where you set your foot, rocks will melt. I wish InFamous had this. Not sure if you are familiar with this game but there is a point where your best friends get captured and you have to rescue him. In such situations, adrenaline takes over which basically is sort of overdrive mode for your body.

Also, to have some sort of pet. How awesome would an FPS be if you had a dog that would do part of the killing, but also sneak around with you, help you up, sniff hazards out, escort civillians, warn you for impending danger.

Thanks for the response to my previous post. I'm just spewing some random ideas that I always wanted to see in games but never really were. I want to think I'm able to "direct" or "produce" a game's design but I don't see how I would ever get to be that some day.
 

Aemoh87

New member
Mar 14, 2011
26
0
0
rickvhoeij said:
Aemoh87 said:
As for pacing that is important but it's something that is part of revision.
I would really suggest to look into this more actively. Most people have a very short attention span.

Speaking for myself, if an "epic" RPG doesn't catch my attention storywise in the first 2 hours of the game, I will probably won't finish it. That said, I'm not a big RPG fan cause the story pacing is often interrupted by grinding parts. If I'm not compelled with the 'hero(es)' story of the game I would find it hard to continue with the game. It starts to feel like work instead of the hero making progress.

To stand out in the crowded RPG market, I would think a very well paced story could make your game stand out. The game mechanics of an RPG are pretty set in their ways and reinventing the wheel isn't what stands out. The best games I remember are more because of the story that suck in my head then the battle mechanics.
We have completely removed grinding. This story is over a short span of time so there isn't room for grinding. To elaborate on the pacing element, we decided on a very quick and intense beginning to get you into the action. Then once you have settled into the world we begin to actually show you the characters. We also didn't want to introduce the story and the mechanics at the same time.
 

Aemoh87

New member
Mar 14, 2011
26
0
0
cgentero said:
Aemoh87 said:
Diablo 2 is one of our major influences.
Does this mean you will have a hardcore mode

rickvhoeij said:
To stand out in the crowded RPG market, I would think a very well paced story could make your game stand out. The game mechanics of an RPG are pretty set in their ways and reinventing the wheel isn't what stands out.
I have to disagree, consider Demon's Souls while it's story isn't bad it certainly isn't the best but it sold unexpectedly well thanks to the game's unique sense of gameplay. I'm not saying don't work towards a compelling storyline just that new gameplay innovations do stand out much more than you give them credit for.
Unique gameplay is important to us. Our stealth system is very innovative. Also how we pair it with combat is unique. But we are focusing on story more than mechanics. A lot of the popular games are not popular because of innovation but because of an overall complete product. I have not played Demon's Souls yet, but I hear this is a title I really need to check out. Melding theme, story, and mechanics together is more important than innovation.
 

Aemoh87

New member
Mar 14, 2011
26
0
0
To address Arqus_Zed

Puzzles are something I am excited about! We are bringing it back. But the key is that they can't break up game play which is where all the work is. Puzzles are fun when they are challenging but as soon as they break the flow of gameplay it ruins the experience. Several of your suggestions are very specific, and one thing we wanted to step away from is the Final Fantasy Franchise. Regardless what anyone says they do fantastic work. But it's with a big budget and lots of experience. We are trying to carve something new that Final Fantasy has not addressed. Summons are something we are working on, but they are hard to balance. They either have to be so good you need to limit them or they are not good enough to be useful. I have played through several of the Final Fantasy games and I am extremely impressed with how they build a world. Hats off to them.
 

Aemoh87

New member
Mar 14, 2011
26
0
0
rickvhoeij said:
cgentero said:
I have to disagree, consider Demon's Souls while it's story isn't bad it certainly isn't the best but it sold unexpectedly well thanks to the game's unique sense of gameplay. I'm not saying don't work towards a compelling storyline just that new gameplay innovations do stand out much more than you give them credit for.
I think you have a point there, but I don't think the project in this thread is at that level. So that would make the comparison not as usefull.
It's hard to say what level we are on. We aren't the so called "AAA" or even "AA" but our resources don't really put us as an indie designer either. We do have some weaknesses in our programming team, mostly in experience. We have some room in our budget for consulting, but not enough to consult anything serious. Art, writing, and music is our strength. We have a host of concept artist who are in the studio together three days a week. A full orchestra as well as working with an popular record label for some music as well. As for writing our staff is incredibly dedicated, working with our programming and design teams making sure the essence of the game is preserved.
 

Aemoh87

New member
Mar 14, 2011
26
0
0
SirBryghtside said:
Main thing is to be original. You can look at the Elder Scrolls for this - sure, you can't include their ridiculous open world, but you can look at the mines.

Ebony? No, that's not a wood, don't be silly. You mine it. Same with glass, same with eggs. They're reinventing dragons for Skyrim, and have created Demon Triceratops.

Depth and originality of story are probably the most important things. High fantasy is boring, but take it a little lower, and you can achieve much, much more. Same goes for Sci-Fi - instead of bug-eyed monsters, take a leaf from BioWare and make the new Krogan. Surely it can't take that long to do a new design? Dragons are hard enough to draw anyway :p
The game is set in the late 1990s. There is a heavy fantasy aspect as well as mockery of the "traditional" RPG elements as well as your standard MMO elements (this is not an MMO but we are making fun of them anyways).
 

Aemoh87

New member
Mar 14, 2011
26
0
0
Whateveralot said:
Some other idea is to have overcharge / adrenaline mode. Where, whenever you are near death, you will become more powerful. In case you use fire magic, everything around you will incinerate / catch fire when you are near. Where you set your foot, rocks will melt. I wish InFamous had this. Not sure if you are familiar with this game but there is a point where your best friends get captured and you have to rescue him. In such situations, adrenaline takes over which basically is sort of overdrive mode for your body.

Also, to have some sort of pet. How awesome would an FPS be if you had a dog that would do part of the killing, but also sneak around with you, help you up, sniff hazards out, escort civillians, warn you for impending danger.

Thanks for the response to my previous post. I'm just spewing some random ideas that I always wanted to see in games but never really were. I want to think I'm able to "direct" or "produce" a game's design but I don't see how I would ever get to be that some day.
We are working on a barbarian character who is my favorite. If I had to explain him using game references combine sepharoth (Spelling?) and Hope. He is a young man who is very angry and very afraid. If you look at this realistically this is a very dangerous combination to have. He is also unique in the fact that every other character's abilities are forms of or manifested by creation, while he is pure destruction.

I am not sure how we would represent melting rock beneath him, wouldn't he sink if he couldn't fly?
 

Darkhill

New member
May 17, 2008
124
0
0
The 90's! I love you! This means we get wizards and dragons and lizard men, AND guns, yay! As far as I can understand with your combat/stealth intergration, if I were to, for example, open up a minigun wielding dragon with an RPG, that blast would bring a legion of helicopters full of heavily armed lizard men down on top of me pretty quick- not that it would be an instant fail, but it would be a tough as nails fight. At least, that's the kind of approach I'd take.

I love the idea of modern settings as a platform to explore the often tired conventions of RPGs. Like being able to replace dismally dull overworld travel with highways (with car chases of course). Not to mention in our modern, enlightened age, we can explore just about any theme we want. I see you're going to try to produce the next evolution in storytelling, like how Jules Verne invented science fiction, or whoever came up with the concept of alternate worlds or Deus Ex Machina or the 3 act structure, or any other of the little bits of storytelling we use these days.
 

Aemoh87

New member
Mar 14, 2011
26
0
0
Darkhill said:
The 90's! I love you! This means we get wizards and dragons and lizard men, AND guns, yay! As far as I can understand with your combat/stealth intergration, if I were to, for example, open up a minigun wielding dragon with an RPG, that blast would bring a legion of helicopters full of heavily armed lizard men down on top of me pretty quick- not that it would be an instant fail, but it would be a tough as nails fight. At least, that's the kind of approach I'd take.

I love the idea of modern settings as a platform to explore the often tired conventions of RPGs. Like being able to replace dismally dull overworld travel with highways (with car chases of course). Not to mention in our modern, enlightened age, we can explore just about any theme we want. I see you're going to try to produce the next evolution in storytelling, like how Jules Verne invented science fiction, or whoever came up with the concept of alternate worlds or Deus Ex Machina or the 3 act structure, or any other of the little bits of storytelling we use these days.
Even more important to stealth is you will be able to apply crippling debuffs in the "surprise" round making deadly foes into easy kills.
 

Aemoh87

New member
Mar 14, 2011
26
0
0
Dr. McD said:
In FPS games, a control system which isn't taken from CoD. I liked Killzone 2 and 3 for this reason, the levels may be bland but I can often take my knife and charge at the enemy for a change of pace (the exceptions are due to level design). And killzone 3 gave me the ability to use miniguns and the WASP (a gun that fires multiple homing missiles at your target) and context sensitive melee that allows to knock an enemy over railing and bash enemies heads into nearby walls.

I'm also sick of people "justifying" using CoD controls by saying "why fix what ain't broke" when controls play a HUGE part in the gameplay and doing something differently with the controls would make gameplay VERY different from CoD.
CoD Controls work, if you want people who have played alot of CoD to play your game you NEED familiar controls. With that said I am making a RPG so I don't have to deal with a lot of these issues, there is a sniping mini game but it's not meant to be a significant challenge, just fun.
 

Whateveralot

New member
Oct 25, 2010
953
0
0
A "fear" that would fit such a character, is knowing that conquering his enemy will destroy him.

About the molten rock, I mean just a top layer has melted and the rest around him scorches.
(think this: http://www.youtube.com/watch?v=dYK_Gqyf48Y @1:50).


What can make a good game better is an original way of obtaining skills. One that is not tedious, does not have systemic failiures and motivate the player to expand on strategies.
 

Darkhill

New member
May 17, 2008
124
0
0
Also, there's Yahtzee's suggestion of reverse levelling that strips away abilities as you progress. If it were a strategy RPG, that would mean losing a lot of units with every victory, until you had a handful left to launch a last ditch attack on the overlord's palace or whatever.