Jump to content

Badmojo

Members
  • Posts

    397
  • Joined

  • Last visited

Everything posted by Badmojo

  1. There's no need for a major choice to be right at the beginning. I'd generally expect the early stages of the game to set up what comes later, and you can't make meaningful plot-related decisions till you've gotten far enough for your PC to have an idea what the plot is. I'd suggest a couple of choke points in the mid game with alternate paths between them, and real branching out at the end. And the usual level of choices and reactions to past choices within each section (so the choke points would play somewhat differently depending on how you get there). Eg 5 hours [ two 5 hour options ] 5 hours [ three 5 hour options ] 5 hours [ four 5 hour options ] as a simple example of 60 hours content in a 30 hour game. It could be broken up in a more complex manner, eg an endgame with three 3 hour options followed by two additional 2 hour options in each branch (for a total of six endings) Your example illustrates the exact problem I have with the system. It keeps merging back with itself. So those three big 5 hour events are ultimately meaningless because at the end of 5 hours you'll end up at the same place no matter what. If the choices are going to be real game-altering choices they need to permanently branch off. Like so: |--[5 hours]--| |--[5 hours]--| | |--[5 hours]--| |--[5 hours]--| | | |--[5 hours]--| | |--[5 hours]--| | |--[5 hours]--| [5 hours]--| | |--[5 hours]--| | |--[5 hours]--| | | |--[5 hours]--| |--[5 hours]--| | |--[5 hours]--| |--[5 hours]--| |--[5 hours]--| Here we have a 20 hour game with 3 major game-changing events that only have two choices each for a total of 75 hours of game that needs to be developed. Every 5 hours you add to this game increases the development needed exponentially. Every extra choice you add to any game-changing event increases development exponentially. Every game-changing event that you add increases development exponentially. The moral of the story: you can't have very many real choices in a video game. The game will ultimately have to follow a limited number of predefined paths which may or may not offer you the illusion of choice. I would prefer that they got rid of the branching storyline all together and wrote one storyline that is amazing and long. If they got rid of branching decisions, then I think I and others would withdraw our money and leave. Branching decisions is the staple of good old RPG's and the biggest reason many of us are putting money into this game, removing that and its not even an RPG' its just some on rails game where your actions are meaningless. So its basically would just be dragon age 2.
  2. ok, not any of the people who work at bio(EA)ware now, but some of the ones from the old days that left bioware before EA's touch of corruption came. What about some of the old hats who worked at troika before it got shut down?
  3. I agree completely, I love games where you can solve problems without fighting. Even the boss battles, I do not care if you have to be extremly maxed out in social skills, but I want the ability. Even fallout you could talk the final boss master down, the same with PST. Vampire the masqurade bloodlines was fantistic till the final boss. I love creating social characters who talk and stealth their way through areas. Stealth (disquise, invisibility cloak, hiding/lurking in shadows, etc) Dialog (threaten, seduce, bribe, blackmail, using logical arguments, etc) non lethal takedowns (tranq poisons darts, magic sleep, vulcan neck pinch..etc)
  4. But what if they have a quest where you have to talk to a guy, exchange information with him, then go to another guy. Well, if he rushes in and kills them, then the guy can't tell him what he needs to know, he can't tell him who to talk to. So what, he's going to have a note on him? And that's going to be the situation for all quests that import non-item updates? Everyone has completely on-topic notes in their pockets. They would have to implement a unique quest solution for this one playstyle whose real objective is to just break the game. Or never let quests have information be the objective. It's either limiting on the quest design, or its lots of extra quest design. Maybe not notes but there should be multiple ways of getting information. That is how most RPG's are, a servant might have overheard the conversation, a journal in the room,etc. Choices are good, and having options are good, that inludes different types of evil, from the cold calculating evil genious to the guy who goes around kicking puppies and killing all that gets in his way. The idea is to have the options to play as you like and not be forced into a specific mindset. We have more than enough of that type of games now. What is the point of creating your own character if the chracters personality is already limited to a few styles of play.
  5. Because its cool, people can't do it in real life and like playing a character who does, not everybody wants to play sword carrying connan character. Most games have magic of some sort, although it will be some advanced science in other games. The idea is to do things you cannot do in real life.
  6. Trust me, coop WILL take time/resources/money from the singleplaer game. The developers have got to waste time making sure their code work with the online components, then they have to rewrite the story so it will not contridict anything. Hey, one of the player characters is supposed to be captured or killed for this scene, but now with multiplayer, they have to scrape that. Also, what about dialog? Who gets to speak? will they have to do a divinity 2 route where everyone can talk or just the main character? Trust me, it is NOT worth it.
  7. No sleep, please no sleep. Get rid of sleep, cooldown/regen is probably the best way to go.
  8. I want the option to play evil or grey or whatever, along with good. You want no evil options and only play good characters? go to any game store and stick your hand in and grab something random, its almost gaurantee that you will find a game where you play the "hero" with no option for evil. I am sick to death of playing the hero, I am also sick to death of supposed "evil" choices that are a joke. Your not evil, just sort of bad at worst. If there is no evil or bad option, why even put choices in the game since it will be menaingless? Let us be evil, bastards, psychopaths, evil geniuses..or anything else. Choices are improtant, I want to have some good evil choices that are varied and uninque. I hate games where your token "evil" choice is something silly. I also hate games where you end up doing the exact same thing regardless of your good or evil. (example of lowsy evil choices, Good choices, save the orphanage, evil choices, save the orphanage and get paid for it. yea, great choices. Where is the option to sell the orphanage to slavers? Where is the optiont to send the kids to military school to add to soldiers? Where is the option to make the orphange be used in lab experiments, where is the option to burn the orphanage down..etc variety is the spice of life). Its not a true RPG if we cannot roleplay beyond a good type character.
  9. I am against coop/multiplayer because that is valuable time/resources/money that could be going to improving the singleplayer game. There are soooo many games that added multipleyr/coop to a singleplayer game that did not need it and the singleplayer suffered because of it. I strongly advise against adding coop even as an option for a stretch goal.
  10. Yea, I like magic that has some logic and explanation on how it works, but I want it to be flexible to allow different types of magic and not tie itself into a corner so it prevents some cool spell from working.
  11. I don't like the idea of spells coming at a price, magic is the only thing mages know and this is a fast way of making magic unplayable/nurfed/unfun. I DO like the idea of making pacts with demons/deities to gain powers that surpass normal, and I like the idea of having to take a life to bring back a life. Kill someone and capture their soul/lifeforce to be used in some way. Like a single soul can summon 4 skeletons, or two zombies, or has the power to bring someone back to life fine. However, for the high power stuff like, a vampire requires 2 souls, bringing back a body of a slain enemy as an undead thrall with their skills/memories/powers back to fight for you, 5 souls to bring back a super thrall, the chracter is reanimated, but the level goes up to mach the characters, the powers/skills get bonuses and they get regenerative healing. And say 10 souls allow for the zombie apocolypse, summons one zombie, when it kills something that thing comes back, and when it kills something..etc
  12. No, it would limit the creative freedom, its already going to be for PC, probably mac and linux too. Let them create the game, IF after the game it looks feasable, then go for it, they can probably get some other company to do it, but do not worry about it now. I have seen so many great games neutered because of the limitations of a platform (looking at you consoles), we do not need that here. It is a shame that shadowrun returns is forced to limit itself because its being developed for tablets, its probably why we wont have astral or matrix in the game and why the game looks like it is being developed by pixar. So no, maybe later AFTER the game is released we can think about it, but it should NOT even be considered as a stretech goal.
  13. it will dry up in between then shoot up at the end. I seriously doubt it will reach 10 million, I will be surprised if it made even 5 million. I am thinking MAYBE 3 or 4 million.
  14. I want some interesting spells that go beyond simple combat, Spells for social characters: -tell the truth - forces the truth from people -seduce -intemidate -forget - thrall - turns a person into a mind slave thrall For assassin -poison - can be put on weapon, food, or simple touch, at master can poison from a distance -sleep - makes people tried, at later can make them fall asleep, good if you want to put gaurds to sleep without killing them -disguise - can morph yourself to look like another person Thief - invisible - teleport short distance - open lock Necromancer - raise the dead (low level they are weak shuffling zombies, at master they come back with full skills/personality and are thralled to you) - summon skeletons/zombie/vampire/ghost - enhance dead - increases level to a few levels below you, gives some powers based on your level, at max level they gain a slow regeneration - summon legion of undead - zombie apocolypse - summons undead, when they kill a creature, it comes back as an undead, when IT kills something then it it comes back as undead...rinse and repeat. Master level, timed limit of use. Demonologist - summon minor demon - summon fighting demon to fight for you - summon demon to communicate with - to make deals for power, wealth, youth, knowldge...etc Cult powers (if you join a cult, you should gain powers related to that being) Etc, just something outside of combat only powers.
  15. I agree that the term spiritual successor is used to often as PR spin for games that have NOTHING to do with the original games. So I am a bit weary, still if it can capture a bit of the magic of PST then I would be happy. I did want to say, if they did release a remastered HD version of PST, besides what I mentioned, I would love to see some new dialog, a few more quests on your companions to learn more about them, maybe some (more) romance options for the female companions (been a long time, my memory is a big fuzzy) and a few more branching endings, something for closure on your companions, also, perhaps a few "happy" endings with you ending up with a companion, or escape your fate. If there is a sequel, I would like new and old companions. Either helping your old companions move on and going your seperate ways for closure, or taking them back on for a new adventure. I think I remember fall from grace saying she would go to hell to find the nameless one if he said her name, so that could be a start. I want the new companions to be original and unique like the first ones, perhaps have a decent amount. Trust me, if they put a remastered with extra content and/or PST2, or even a spiritual sequel to PST on kickstarter, the site will probably crash from all the backers pouring money in. dang, getting excited...I NNNNEEED this game to be made!
  16. I give a big negative to the idea of timed quests. I know in the real world time is a factor, but I hate being RUSHED into something. I like to explore, smell the roses, do everything. I do not like to feel I have to skip stuff in fear of the all mighty clock. That does not create fun tension, that just annoys me and makes me want to stop playing. I do like the idea of factions being consistent, like the legions in FNV being sexist because that is their phylosophy. it fit, I always found RPG's unrealistic when there is no sexism, racism, drug use...etc. All the bad things that exist in the world and has existed since the dawn of time, yet in these settings everyone works together just fine. I want to see these subjects explored in the game.
  17. Depends on the game, honestly, if it is a fantasy game with elves/dwarves I would rather them go ahead and put up a new kickstarter for a new original IP that is NOT a tolkein fantasy. If its something trully original or they change the fantasy to something really interesting than I would like a full on expansions pack. DLC can die a horrible death, DLC is the worst thing that has come out of the gaming community in a long time.
  18. I would love to see an actual horror RPG. Vampire the masqeurade:bloodlines is in my top 5 best rpg's off all time and would kill for a sequel. It was only bad luck that prevented it from being a success. The publisher shoving it out before it was ready(buggy and rushed ending), then having to sit on it because it used HL2 engine and the contract prevented it from being released until HL2 was released, then the infamous HL2 delay from hell, finally it was released...on the same day that HL2 was released. Still, even with all that, most people who play it say its one of the best RPG's ever. I dream of a VTM:B sequel or gameplay in that style of RPG/FPS that the RPG is priority and NOT the fps part. It is the only true rpg that pulled off a FPS/RPG hybrid without sacrificing the RPG part. It was beutiful and I really want to see someone else pull it off either as a true sequel or another rpg/fps hybrid game. Still, I agree I want more horror RPG's, I am a bit starved for horror RPG's myself.
  19. Yea, I was hoping for way more NEW races and classes. It also very disapointing that one of the races seems to be elves which there is a good chance that another will be dwarves. I am so sick of elves and dwarves.
  20. Um, EVERYTHING! Seriously, everything was fantastic, from the story, to the unique characters and protaganist, to the crazy setting, to the humor and seriousness, everything was great. I wish that PST would get an overhall with updated HD graphics and update a few of the mechancis, besides that its fine as is. I really doubt project eternity is the spiritual sequel. However, as mentioned, Avellone hopefully still does want to make one. Actually, I would love to see a full on sequel, even the option of using the same protag since the ending(s) left that option availible. One of the advantage of not having a voiced protag is that you can bring them back. Or it could be a new protag, does not matter, but the city/world itself was fantastic. Still a spiritual sequel will sufice I suppose. Do what fallout did by being a spiritual sequel to wasteland.
  21. I would prefer they replaced house with a fort/keep because crossroads keep was really fun to play in nwn2 for many of us. I can understand why some would not want it, but many of us liked it.
  22. It just will not work. Its too easy to miss important informatio because you did not know the type of word to type, it also would be too anoying to stop what you are doing to have to type stuff in.
  23. Magic users are supposed to be powerful, that is the point. The trade off is that they are weak physically, so they are glass cannons. I prefer a cool down/recharge for spells then to have to drink magic potions or resting. I do not like the idea of magic getting weaker with more use, that is silly and will not be helpful when you are fighting a flood of enemies.
  24. Only 5 companions and 5 classes? Not a deal breaker, but it IS dissapointing. I like choices, choices, and choices. I will also admit that I am hoping for something bigger than just a house/mansion.
  25. I agree, I LOVE this element in games like the keep in NWN2 and the tower in ego draconis 2. I want more than a house, but your own tower/keep/town would be awesome. It just needs to be flexible for your personality. Neutral Armour/wepon smith, upgrade for better equipment you can use to upgrade your soldiers Barracks, improve soldiers training Inn - place for people to rest Religion - nature Brothel - some might consider it evil, but it really depends on how you treat the prostitutes Harem - your place, your law, a harem can be good or evil, just remember you have mouths to feed and it costs money with each significant other. bounty board - YOU give missions out and adventures go out to collect stuff for you. I liked this in the keep from nwn2, however it might want to take a page from assassins creed brotherhood where you had your own assassin guild, you can collect assassins and they would level up with each mission and you could send them to tougher and tougher missions. Can have good or evil missions. faction guild - if you are part of a faction, you can put their capital building in your location. Good Mage tower/lab - focus on spells of healing, nature, works on creating new spells..etc Religion - Temple to a god/being of goodness prison - work release program, prisoners treated fairly Law - everyone is treated fairly and equally Taxes - fair taxes Library - increase education of the area hospital - increase health in an area, creates new medicines Evil Mage tower/lab - focus on necromancy/demon sommoning/monster making/, etc - is used to reanimate the dead as undead soldiers, created from the bodies of enemies and prisoners/slaves to create undead minions as servants/slaves. Turn prisoners into monstrocities to fight for you, or trade living people to demons/entity for power/knowledge/other. Religion - cult to a dark god, demon, evil being, yourself, etc. Might require human sacrifice from the townspeople, slaves, prisoners..etc, if to an actual entity, you get missions from the entity to gain power/favor from entity. Law - everyone is property of the characters to do with as will Taxes - way out of perportions Drug Den torture/prison - break people spirits using torture devices, drugs, and magic to turn them into thralls. Just a few examples
×
×
  • Create New...