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Krios

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Everything posted by Krios

  1. Volume at the expense of good writing that pull you in is not getting my money's worth. And it is important to remember lengthy essays will turn people away. I played Dragon Age, where they had lots of details and background information. In the beginning I loved that, I would spend time reading through, getting into the World. As the game went on, as I got more excited about playing, I found myself wanting to play and not read so much.
  2. I voted for all of the above. Variety is what I believe most people will want, keeps things fresh. If we were to tie conversations to just one or two stats, actions, etc, players will quickly figure out how to get the 'best' replies. Conversing with NPCs quickly become a minigame that players want to get the best possible outcome.
  3. I primarily signed up so I can enjoy the benefits of my contribution. I have not contributed yet, but will do so once Paypal is available. Please keep the updates coming. For those who have not yet backed this project, it will be that much more tempting to do so. And for those who already have put in their share, I think the updates so far have proven the people behind Project Eternity are ambitious, and they got some really good history to back that up. Keep up the good work!
  4. Some tavern games perhaps? it is totally logical in places where rogues and other less then reputable folks hang out, you can expect all kinds of 'games', from romance minigames to dice. If minigames are done logically and not too hard so as not to put people off, they can add a great deal of flavor and atmosphere.
  5. Project Eternity is a role-playing so I am ok with a player character being transgender, though if such an option is implemented, I wish to see it only provided for races whose lore supports it. I would not want to spoil the immersion factor.
  6. Multiplayer's very nature means the story will have to be written to allow for more than one hero, which a story written for single-player simply cannot deliver. It is better to focus on making SP game as good as it can be.
  7. This topic seems made for the Fallout2 kind of maps. I remember every time I traveled there was a sense of anticipation; I practically expect to run into a blind encounter. That brought in a feeling of excitement. It would be great if parts of the story were told during traveling, as part of an encounter, like it was in FO2 and BG2. Although I would like a prettier map, cos really the FO maps were dark. I liked the one in DA:O.
  8. I would like to see an interactive epilogue. A lot of games will have pre-designed endings. Based on various criteria, if you fulfill them you get a specific (good, evil, neutral, etc) ending. What if the ending is treated another chapter where the hero or villain presence and actions throughout the story has changed things, and the PC gets to go in-game to these locations, to visit the people there, to experience it all in-game? To make the ending have a more lasting impact on the player, the ending is not just something to unlock once and that is it. For example if the PC is a villain and he revisits a location, the people there would run away from him.
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