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firek

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Everything posted by firek

  1. I just feel it would be much more immersive rather than a NPC saying "There's something happening over there, go help." A dynamic event would feel more natural. Okay, no respawn times and as far as the feeling you have to do things in order, these events don't have to be critical to the main storyline. There could have minor effects or consequences, maybe. The benefit could even be not doing the event, causing the player to make decisions. Just throwing out ideas, I think this would be a great concept to explore with single player games.
  2. Has anyone played Guild Wars 2? It's more of an mmo idea, but I was thinking it would work great for immersion purposes. In GW2 they have dynamic events where you don't need a quest, you just walk by and participate in an event happening in the world. I'm not saying get rid of classic talk to NPCs and get a quest, but add this as well. For example, you could be walking along and realize a small village (one not important to the main storyline) is getting attacked by a horde of skeletons. You can help fight them off or not. If you don't, the village is destroyed and after a certain amount of game time, the village is rebuilt.
  3. I don't know if you guys have played Guild Wars 2, but they have an excellent leveling solution. You're level scales down to the area that you're in. Even if you're level 20, you get scaled to level 10 in a level 10 area. All enemies in that area are around levels 5-10. However, even though your stats scale, you still have better equipment and skills a level 10 character wouldn't have. The weapon stats scale, but a level 20 sword is still much better than a level 10 sword in a level 10 area. With this system, you don't have to make creatures appear in areas where they shouldn't. There's no need to have "a lvl 20 skeleton is an Arch Lich" in area where there was previously just normal skeletons. After playing GW2 for a while, I find the system very well done. It makes lower level areas easy, but not a waste of time.
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