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Found 43 results

  1. Since we have now a few "What game would you like to see?" - topics I thought we could start this topic: There is a lot of talk about stories gamers don't like (biggest offender: "i was bored!"), but where there also any stories you would've liked to rewrite, just because they didn't live up to their full potential? If yes, why and how? Rules for this thread: - Name the game. - Write what problems the story had. - Write your suggestions. - Hopefully have fun writing them. - Profit. I will start with Dragon Age: Origins (and hope you've played this one). While not a bad game, the first Dragon Age bores me to death. The main reason is that the story gets really uninteresting after the origins, because I didn't played my origins character but a Grey Warden from that point on. Thing is: I never got a real idea what a Warden supposed to be. Sure, we got to know Duncan and Alistair, but the infos we got out of them were minimal at best (and let's be honest, Alistair isn't a credit to his order). So the connection to our order was mostly nonexisting and Ferelden really didn't live up to it's potential as a "barbaric" nation. So what could they have changed? Answer: Put the game in the northern nation of Andersfels. Why? - It's the homecountry of the Grey Wardens and their HQ could have been a nice hub. - The nation is very poor and it's king has only power in it's capital, which could have been a good explanation why the farmers depend on the Grey Wardens, with whom the King has some political tensions. - It's close to Tevinter and the Qunari, so the game could have introduced us to these nations, without stretching the plausability of the setting (I mean the mages came down to the south of Ferelden, just for a few slaves. You could have those cheaper, buddies^^). - Killing the king of Anderfels wouldn't have changed as much, as crowning the new King of Orzamar, because Anderfels is a very desolate country. - I could have an explanation why everyone is a Grey Warden and why they are immune to the poisonous blood of the Darkspawn, which was a thing ... at the beginning of the game. Okay, that's for the setting, how about the structure of the story? I would keep the "one adventure per location" - structure of the original, but would have burned down the smaller City after the halfpoint of the game, to raise the stakes. The players should feel a connection to the people living there, before I kill everyone. The role of the main-antagonist should also be divided between - The King of Anderfels (doesn't want to lose his crown and values the independence of his people) - The Grandmaster of the Grey Wardens (wants tighter controls on everything and turn the Grey Wardens in some kind of private army of the chantry and kill pagain traditions that might have survived the centuries). So I wouldn't change as much, just details to tighten up everything a bit and give the player more room to identify which the organisation he's supposed to be part of.
  2. So I was digging around on Justia Trademarks out of interest, mainly looking for any new information on the Starfield trademark filed by Bethesda Game Studios. Out of interest I started looking into other projects, Fallout, New Vegas and so on, to see when they were filed and the different stages and so on. Basically, I was very bored. I then looked up Pillars of Eternity, and clicked through to the Obsidian page to see the other things they had filed and when. I was expecting to see things like Project Eternity, Tyranny and so on. Then I noticed that just over a week ago there were four new trademarks filed for something called The Outer Worlds. These trademarks seem to include everything from videogame software to printed media to board/trading card games. You can see the trademarks for yourself here: https://trademarks.justia.com/owners/obsidian-entertainment-inc-1303648/ The only major reference I could find to the same title was a novel (first in a series) published in 2016, but I'm pretty sure that this is entirely unrelated: https://www.amazon.co.uk/Outer-Worlds-Book-Epherian-Chronicles-ebook/dp/B01JVS6OU6 I'm certain that Obsidian would want to write and develop the story themselves, but the blurb from that page sounds exactly like the premise for a role playing adventure: "An alien invasion sweeps across the galaxy. The hope of humanity rests with an exile from an ancient empire and his loyal crew. They must work together to save the human race from imminent extinction. High adventure on a galactic scale." I don't know if any of this means anything, but knowing that Obsidian is working on Pillars 2 as well as a secret AAA RPG, this looks a lot like they are going all in with it. A tie in TCG, and printed media similar perhaps to the All Roads graphic novel which tied in with New Vegas? Would be interesting to see what you guys think?
  3. ​With these tags I expect at least a little traffic, so, for newcomers. Campaign​ (Read me! Human advert!) https://www.fig.co/campaigns/deadfire I'm discussing suggestions and philosophizing about design:​ It looks a bit like it might have more features than simply being a map you travel across (Information, Population, etc. "Eothas mad!!" -1000 Population, change of Faction ownership and whatnot maybe even, source). ​World Map/Global Turns/Global Timeline A discussion on Fig got me thinking... and about Readceras as well... ​Basically, how do the people of Eora communicate at long distances? Telepathy? Soul sharing? Or are Gods the operators? When Eothas is reborn, he texts everyone at the same time "I'm back"? Or other Gods pick up on it and warn their followers? How does it function? ​Let's say that they don't. It's medieval times, you have to send out runners and messengers, by horse, or bird messenger etc. it'll take weeks, months, before any decision is made. A Board Game World Map. With Global Turns, or perhaps "Global Timeline", and Faction AI taking in-game turns at the same time as the Watcher moves on the World Map. So it'd really​ become "Hunt​ a God", even on the World Map. What I'm really wondering about is what could be done with Mid-Game Turns and Late-Game Turns. ​This is just an example to give a general idea: ​Turn 1: Eothas wakes up. Takes a walk through Defiance Bay. ​Turn 5: Dyrwood refugees arrive. ​Turn 8: Eothas arrives at Nekataka. Huana sends messengers to Rauatai. ​Turn 9: Watcher arrives in Deadfire. Eothas leaves Nekataka. Turn 11: Rauatai arrives at Nekataka. ​Turn 15: Eothas destroys a village. ​Turn 20: Readceras arrives. ​Turn 1'000'000: Eora blows up. ​The Player would be able to completely ignore or intercept and act how they want. It might also not be 100% obvious "Here it is" pointers, but more or less random events occurring all around you as you travel on the World Map (because detective work and looking for clues is fun. Tracking down Eothas would be badass more than "Here I Am" on the World Map, even if he would just be patrolling A to B). Invisible Random Encounters essentially. https://i11a.3djuegos.com/juegos/11994/battle_brothers/fotos/set/battle_brothers-2761733.jpg EDIT: Sunless Sea is also a great example: http://scientificgamer.com/blog/wp-content/uploads/2015/02/sunless_london.jpg ​Thoughts?
  4. Any thoughts? Title says it all. ​Elaborated: I was thinking, could I make Adventurer's in Pillars 1, and choose to import them as "Main Characters" into Deadfire? Of course, they would have to have all the choices from MC from that Save file, but could it be possible? ​Second: Would you be able to Change or Edit the choices even if you Load/Import a character, or are the Import choices final?
  5. I hope we'll get to see a very lot more of Eora. When you take a look at the map, it is so promising ! http://pillarsofeternity.gamepedia.com/Eora If this, is going to be 3D, I'll be even more disapointed if the Game doesn't feel really Big. Let's not care about a lot of "Travel time" between Quests blabla... Give us a mount, I wanna visit Eora. The Size of a Map is only defined by : Lengh x Width x Height, so... What's the matter ? Make it huge, (emphasize around the height ?). In any case, a ton of Hype & Hopes are happening here Godsidian is working out.
  6. A new RPG from a group of developers who worked on The Witcher 3: Wild Hunt.
  7. So, not sure if I blabbered to the forums yet, but a while back, I started working on a big idea that then got small and then turned into a different project entirely. Years later, the thing is finally out. World, I give to thee Army of Tentacles. Now on Steam for monetary value. It's not a Cthulhu dating simulator. But it is an H.P. Lovecraft-based RPG-Adventure hybrid set in a visual novel format (hence the dating sim subtitle). Take a look, I know it won't be everyone's cup of tea, but we're all pretty proud of the product we made. We just put the Mac version up, and are working on Linux and possibly even Tablet.
  8. Hi folks, I've pre-ordered the Lords of the Eastern Reach and I'm pumped for it. But, last year there was discussion of a tabletop RPG for POE in addition to the LOER. Is there any news about this, official or unofficial? I enjoy this game so much, I'm dying to play a tabletop RPG based on the rules for the cRPG. Is that gonna happen? Asphodel
  9. Anyone backed/playing it? The game was made by a small studio from Belarus. They did a Kickstarter, spend quite some time in Early Access on Steam and now it's finally released. It's a tactics/strategy/rpg hybrid in the vein of games like the Heroes of Might and Magic series or Disciples. The main story has you battling and questing through a series of individual maps while commanding a small squad of various troops (divided in melee, ranged and casters). As your troops get more experienced, you can upgrade them in different ways (e.g. a noble can be developed towards a knight or a duelist) and equip them with different armors, weapons and trinkets, which offer additional upgrading/individualisation options. On each map you are relatively free in where you are going and what you are doing first and many quests offer you different options in how you can resolve them, so there's some non-linearity to the game, too. One of the strengths of the game is the writing, imo. The setting is low-fantasy, in a (fictional) part of the Holy Roman Empire during the late middle ages. The main story is interesting and there are a ton of small stories to be found in the form of fairytales, fables or rumors, many of which tie into quests. Combat system is fairly unique and interesting, if a bit simple at times (although that depends a lot on how quickly you go for the difficult battles, or how you compose your party). Battles so far don't require too much tactics (I'm only playing on normal, though), which is to some degree probably because individual battles play out relatively fast and mostly revolve around how to knock out as many enemies as fast as possible. There are some exceptions, though. I do definitely recommend to check it out to anyone who enjoyed games like the aforementioned HoMM or Disciples. There's also a fairly detailed tutorial series on youtube by a guy called Joe Fowler that explains the basic gameplay. And lastly, the (in)famous rpgcodex.net has a review of the game...
  10. Feargus and Brian Fargo have a Kickstarter panel at San Diego Comic-Con.
  11. "Better" meaning more exciting. It is an action RPG. It has vehicular combat, which Fallout lacks. Players can build/upgrade/savage for vehicles and Max. And thank goodness Max now has an Australian accent.
  12. Update by Brandon Adler, Lead Producer Hello, everyone. I have two exciting bits of news for you today. Our new update is now live and our friends at inXile just released a Kickstarter for a new Bard's Tale! So we don't leave you all in the cold on the Pillars of Eternity expansion, we just might (wink, wink... nudge, nudge) have some stuff to talk about after E3 (week of June 22nd) and we'll also have some really cool news to talk about with Update 1.07. Bard's Tale IV Kickstarter If you are like us, you probably spent an unhealthy amount of your childhood playing The Bard's Tale. It was a seminal title in the dungeon crawler, cRPG genre and shaped many games that came later. Well, inXile is helping to bring the party-based dungeon crawler back to the forefront. In their new The Bard's Tale Kickstarter, inXile is creating a mix of that old dungeon crawler feel with newer innovations in the genre. Their phase-based combat allows players to constantly react to each action's result, leading to very dynamic gameplay. Players can also input commands as quickly as they like, while not having to wait on character animations to finish. This allows players to play the game at their own pace. If you have a single-player, party-based, dungeon crawling, cRPG itch that needs to be scratched, join inXile by backing the project's Kickstarter now. Update 1.06 Update 1.06 is up on Steam and will be released on GOG and Origin shortly. This update contains lots of great fixes and some cool paladin balance changes. It also contains two major fixes that Unity just released: Fixed a crash that some people were experiencing on startup. This had to do with Unity attempting to load a corrupted font. Fixed severe slowdowns when streaming in assets if the user had specific network adaptors or was running programs like Hamachi. Take a look below for all the details: Balance Blacsonn was modified to have a focus gain multiplier (+20%) instead of a flat gain. Added the Flanking and Engagement entries to the Glossary. Also updated the Flanked entry to link to Flanking and Engagement. Minoletta's Concussive Missiles AoE is now set to foe only. Lay on Hands increased from 1/Encounter to 2/Encounter. Base healing value was increased from 20 per tick to 25 per tick and Greater Lay on Hands increased from +7 to +12. Flames of Devotion was given a +20 Accuracy bonus. Spell Holding: Blessing Accuracy bonus reduced from +10 to +5. All Zealous auras set to the same size. This decreased the size of Charge, but increased the sized of Focus and Endurance. Bonus Graze to Hit rate added to Zealous Focus. Bonus Hit to Graze rate added to Zealous Endurance. Sworn Enemy will no longer call a hit reaction when applied. Endurance reduction on the end of Reviving Exhortation was reduced. Suppress Affliction base duration lowered from 15 seconds to 10 seconds. All Exhortations are now set to recover immediately. Reinforcing Exhortation now grants +25 deflection instead of +15. Hastening Exhortation lowered to 9th level (was 11th). Items, Spells, Abilities Arcane Assault and Flagellant's Path have received animation polish. Quests and Companions Fixed an issue where a door in the Stronghold's Great Hall could become locked after the Steward unlocked it. This is a retroactive fix that should fix a saved game on load. Fix for Against the Grain where you were able to convince Trumbel after convincing Sweynur. Players in broken states can speak with Trumbel to complete the quest. Entering Lle a Rhemen will now force an update to The Bronze Beneath the Lake to the proper step if it's somehow been reverted to an earlier stage, allowing the Engwithan weapon container to appear. Fix for cases where hurting a Crucible Knight during the Forge Knight attack on Crucible Keep would cause Lady Webb to assume you had burned the bridges with the knights' faction, thus forcing the invite to the hearings to come from Dunryd Row. This fix is also retroactive for cases where Lady Webb still waits to hear your word about getting an invite - head over Hadret House and speak with Webb to continue with the Crucible Knight's support as intended in your playthrough. Attacking any main faction after acquiring their invite will now properly result in a quest update that asks you to talk to Webb about getting an invite in some other fashion (Dunryd Row support). UI Added the correct icons for items that were displaying an incorrect icon. Fixed a minor issue with Scripted Interaction images not animating correctly at times. When dragging items in the inventory, you can now see their stack counts. UI fix made for some localizations that were seeing text flow over their button's bounds. Highlight shader will now properly render behind objects in the scene. Added notifications on skill level up that lets users know that skill points may be saved for subsequent levels. Spell bars now clear out correctly when users switch party members with hotkeys. Fixed a bug where the second line of an object could get covered by newly gained objectives. Fixed a UI issue where icons on an expanded spell bar could show blue or gold glows behind them. Added notification when a player attempts to target a spell or attack when Paralyzed or Stunned. Reordered spells and abilities on the character sheet UI. This was a fix to abilities being displayed under the spells category. Fixed a bug where placeholder icons might appear in combat tooltips. Suppressed effects on the party portrait icons now show their effects with a "suppressed" qualifier on tooltip. Added a "per X sec" clause to beam spell descriptions to indicate how often they hit. Transition icons will now revert to their non-glowing state if you attempt to transition, but click away before completing the transition. Stronghold upgrade "purchase" buttons are now greyed out when another upgrade is already in progress. General Fixes Fixed a crash that some people were experiencing on startup. This had to do with Unity attempting to load a corrupted font. Fixed slowdowns that could be caused by certain network adaptors or programs like Hamachi. Fixed a problem where interacting with the ability bar in certain ways could disable mouse input. Fixed an issue where SFX were not playing properly on containers. Fixed a bug where Deceptive disposition was gaining ranks too quickly. Wolves now have an ambient animation for knocked-down state. Fixed an issue where grimoires were getting corrupted when sending a wizard to the Stronghold. Fixed Commander Clyver's barkstrings to be hostile if the Keep is hostile.
  13. I'm just working up a Bretonnian castle in Warhammer Fantasy Roleplay. It overlooks a small harbour, and town, of around 4,000 souls, which trades in hides, vellum, and a small quantity of agricultural produce. Thanks to regressive taxation the output of the multiple smallholdings is extremely weak. Since every peasant has insufficient capital or incentive to improve their methods. My question is, how large a force should the castle command? I'm assuming that the number of skilled men at arms that can be supported is roughly equivalent to the number of skilled tradesmen the town can support. And the number of knigfhts should be 1/20th this number. Thus our castle contains between 80-100 men at arms, and 5 knights. To which I've appended (for narrative reasons) 4 templars, and 6 squires. At rumour of war the Visconte can call up maybe double this number of inferior quality troops with the same classifications, as well as perhaps 50 crossbowmen and artisans to construct a trebuchet, with which to guard the harbour. Plus 2,000 fuedal levied peasants. Thoughts? Looks pretty weak tea.
  14. Ever since the stream, I've been thinking about custom party members. This is going to assume you can only have a party of seven. I've been thinking up names, races, classes, and what stat specialization they would be. What would your hypothetical party hypothetically look like? At the current moment, here are my ideas for my custom adventurer's party: Main (Wizard): Shiloh Death Godlike, Female, Old Valia, Mercenary Int/Might/Con Bruiser (Fighter): Tank Boreal Dwarf, Male, The Living Lands, Hunter Might (20)/Con Buffer (Chanter): Shortstack Human, Female, Aedyr, Aristocrat Resolve/Con/Int Archer (Ranger): Oz Wood Elf, Female, The White That Wends, Hunter Might/Dex/Per (Resolve WAY DOWN) Crowd Control (Eothas Priest): Taylor Death Godlike (Head 2), Male, Old Valia, Artist Int/Might/Dex Defensive Support (Rogue): Calvin Human, Male, Rautai, Laborer Might/Int/Perception/Dex Offensive Support (Druid): Hobbes Human, Male, Rautai, Scholar Might/Int/Resolve Calvin and Hobbes are twins, by the way. They will have the same avatar.
  15. Short version: Does class have an effect on interactions? Will my character be recognized for the Wizard/Priest/Barbarian he/she is? Long version: I hate classless RPG systems. PoE has a strong class system, which is very good. Now if my character's class has an impact on the story telling, that would be even better. My favorite RPG is Gothic 2, in that game you will have to join 1 of 3 factions: Paladin, Mercenary or Fire Mage (priest). Depending on the faction chosen the whole game changes, sometimes in small ways, other times in a rather important ways. Classless RPG system is the most unrealistic and roleplayingly weakest system any RPG can have. In real life (depending on the culture you hail from) your chosen proffession may have an even greater effect on you social standing (the interactions people will have with you) than your gender, wealth, physical attributes or mental attributes. On the RPG side of things, classless system is only good for action, nothing else. Sure those games advertise that you can be anything you want, but only on the actions side. On the RPG side, you are nothing, not a great warrior, a powerfull wizard nor a divinely chosen priest. You Are Absolutely Nothing.
  16. It does not however use the World of Darkness license. Instead it is an entirely new IP in development by Dontnod Entertainment. Titled Vampyr, it is apparently set just after the First World War with the player character being a recently turned doctor, who has to balance his new lust for blood and his instinct as a trained physician to try and save lives. The sparse details about it can be found here, but there's very little information available. We don't even know what platforms it will be available on. As a huge, huge fan of Vampire: The Masquerade: Bloodlines I can't help but feel some excitement at the prospect of a game like this being made. That poster even seems to be deliberately recalling the Bloodlines boxart. However I am too jaded these days to not feel some amount of cynicism for this project. I have not forgotten Dark. Do you guys reckon Dontnod will be able to tap into the Bloodlines magic? I did not play Remember Me, so I cannot comment on it.
  17. Fellow RPG fans, hello! My name is Felipe, and I'm currently working on a crowd-sourced book on cRPGs. After organizing the RPG Codex's Top 70 list, I decided to expand that into a full blown book. The idea is to feature in-depth reviews of over 250 great cRPGs in chronological order, from Akalabeth to Might & Magic X, plus interesting articles on the genre and interviews. All that written by RPG fans from all over the world, compiled into a beautiful book with big a colored screenshots. It is a book showing what the genre has best, and how people enjoy them. A book that every review that you read you will see that it was important for the reviewer and want to play the game he just talked. So far I've got some big developers in, like Tim Cain, Chris Avellone, Josh Sawyer (Obsidian has been very supportive ), Ian S. Frazier and Colin McComb. I also got full support and access to the content of forums like the RPG Codex and RPG Watch (including some stuff from RPGdot), DJ Old Games, some indie developers like Iron Tower Studios, Sinister Design and Rampant Games, as well as bloggers such as cRPG Addict and modders like Durante and Wesp5. Here's a small WIP preview: The entire project is entirely non-profit, so the final e-book will be freely available for download, under Creative Commons and all that. And if everything goes well I intend to make a paperback print also available, fully colored and in high-quality print, for those that want one. Non-profit as well, of course, sold at cost price. My call for aid Here's the list of games that will be in: https://docs.google.com/spreadsheets/d/1t-49SyrsdP0M5re68sDH9cB2MrPqVKwQQiFF_54VibI/pubhtml I'm looking for fans willing to write a review of one or two of the listed games still unassigned. You can, of course, also suggest games that should be added. The reviews specifications: There are two kinds of reviews, the ones with one page and the ones with two. These are displayed on the list. If you think that the game you're writing about needs 2 pages instead of 1, contact me and we'll discuss it. But please note that not every game needs two pages, ok? One Page reviews have up to 2000 characters, one header image and 2 screenshots + descriptions. And they have room for one short side blurb or info-box. Here's an example of a 1 page review: http://i.imgur.com/AKINvJj.png Two page reviews have up to 4200 characters, one header image and 3-4 screenshots + descriptions. They feature a developer's quote and they have room for two or three short side info blurbs or info-boxes. Here's an example: http://i.imgur.com/LfZfHEw.png You can, but don't need to provide the screenshots (in .png if you do, please), just be sure to say what you think is important to show and write the descriptions for the images. They are a good place to point out things that won't fit the main text. The developer's quote will be handled by me (unless you know a good one already). The tone can be somewhat personal, talking about how you stayed up for a whole night trying to map that dungeon in Wizardry 4, but it’s very important that a reader that knows nothing about the game is able to understand what the game really is, its strong points and occasional flaws. Don’t say that “it has great combat”; explain why it’s great. BEFORE starting to write, please post on the thread about what will you do, PM me or send an e-mail to crpgbook at gmail.com. Someone might have already taken the game, or I might have extra details to discuss. Thanks all for your time and sorry for the massive 12/12 Wall of Text.
  18. Combat is too complicated to be fixed and is the weakest part in a game where it should be its strength. -Suggestions: 1.bring back the IE 'invisible' combat round. Limit attacks/spellcasting on that basis. Since there is a new faction in Dexterity, have the ability score influence the above somehow, eitherwise change DEX's function (it's pretty useless as it is now anyway). 2.Attack resolution- damage dealt must both be simplified. Current mechanics are too complicated for no reason other than causing trouble. You must come closer to IE (D&Dish) terms. The simpler it is, the better to 'control' combat as a developer- the better to control, the easier to craft interesting encounters/ manage difficulty/ create balance to classes-weapons. 3.Work on Engagement. Many believe the mechanic must be dropped altogether, I am not among them. If it is to stay, serious reworking must be done, like toning down how punishing disengagement hits are and limiting the rad-area at which those hits occur. Please share thoughts.
  19. Obsidian recently came out and said that they still have an interest in making KOTOR 3 or a Star Wars RPG for that matter. To get that published it would require EA's consent due to them owning the rights to publish Star Wars Video Games. I was just curious if Obsidian could use EA Origins crowd funding service thing which has them publish your game as long as it's crowd funded but obviously since it's under the Star Wars name Obsidian would directly have to communicate with EA on business matters. If anyone from Obsidian reads this it's worth a try to ask EA! (easier said than done.) Anyway i'm a long time fan of Obsidian and their games, and i'm buying pillars of Eternity when it releases but I would help fund a KOTOR 3 project with a lot of money ft it were Kickstarted.
  20. So, given how the classes act in Beta (yes, I know Chanters are going to be nerfed, but let us face facts: they are way too powerful), what do you think your makeup will be? So far mine is thus: - Paladin Main - Chanter Support or Barbarian with max Might Paladins are amazing with their stacked traits and their passives.
  21. Based on recent E3 previews -.-.- Congratulations ! The hype, recognition & anticipation received is well-deserved and all I have to add is how proud I feel that I have backed this project. From one GM & RPGamer to another, congrats on making the dream come true !
  22. http://contest.rpgmakerweb.com/ One month to make a game under one hour in length. $10k prize. Anyone interested? I was thinking of using RPGMaker myself; not the most creative, I know, but the proof is in the game that comes out of it.
  23. Pretty much the title...My gamer girl and I love experiences RPGs together even if we just takes turns playing but we discovered the greatness that is the Tales series (we've already played through Symphonia, Abyss and Vesperia) and now were addicted to CO-OP RPGs and hoping more exist so I figured I ask at a few of my favorite forums. So yeah we literally JUST finished Vesperia so were looking for another one, now we really prefer a standard RPG as opposed to something like Diablo but feel free to suggest anything also We'd prefer games on NES, SNES, PS1, PS2, XBOX, XBOX 360, Wii or Gamecube since I own all those systems but if there's an awesome enough game I might hunt down the relevant system (including PS3 since PS4s release will likely lower its price). So far I'm looking into Secret of Mana, Secret of Evermore, Diablo 3 (Xbox360), Borderlands 2 (she might not like this one), and hopefully I can find the other tales games (would appreciate a list actually)but I'm sure theres WAY more than that so please lay your suggestions on me...vague, obscure, limited release I don't care as long as you think it would be fun. So yeah go nuts suggest away
  24. Dramatic choice and true crossroadsIn most games there is are a lot of focus to preserve the world and making every quest as accessible as possible. This normally means that you can do every quest in the game whatever choice you make. I miss the feeling of being a part of the world in many game. Most of the time you get the illusion of choices but the outcome is always the set. If you have a more sandbox view of the world where it is set when you start but then as soon as you saga begins your decisions will dramatically change where it will end and what is available. Things that I always wanted but missed are as follows: Starting wars and be able to choose sides or backstab your allies. Burning/pillaging cities/countries that will change the appearance and the mood of the city/country. Choosing to support different kings/queens and factions and then see them evolve over time. The replay value would be enormous even if some player styles might half the available content just because of the choices they make. You should still be able to choose the middle way and the get the most content for it. But not all… Social appearanceI would like to see a game were what you actually wear make sense of what you actually is saying. I mean how many times have you not been armed to the teeth while attending the king’s ball. While all other NPC:s are dressed in their fines and not one of them comments on your enormous axe and orc/barbarian party member standing next to you. Same goes when you try to try to fool the guards that you are a beggar while wearing a mithrill dragon armor. This will also make you think of what you are wearing and not just what stats it gives you. I would love to see a casual set and maybe a formal set for your inventory to switch between. In additional to the adventure set. Investments and tradeEveryone want their own house or castell in the world, but why can you never play a more business guided character. Invest in business or work as trader. Set up trade routes and negotiate trade deals. To be a wealthy adventurer that does not have just a house, but an office, employees and a home in every corner of the world. I am an old table top player, and I think that there are a lot of quests that are not being created at the moment just because they do not involve combat. I like the combat element in games but the greatest memories I have is from the story I created in my head. Not always the main story line of the game. Please add your own RPG elements that you are missing in the games made today.
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