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#1 |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
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what style of play are people interested in? big epic adventures? monty haul? slash and dash?
[img]graemlins/1dice.gif[/img] a good story will always be appreciated, but what about random combat? [img]graemlins/laugh3.gif[/img] how important is treasure? [img]graemlins/laughsaywhat.gif[/img] how important is it for there to be magical weapons in the treasure? in the story? [img]graemlins/1druid.gif[/img] -manikus |
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#2 |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
|
how about quests? i've been thinking about an adventure that is open-ended game that would have tons of wandering monsters and lots of quests that are not necessarily related. you would just wander around and fight things and talk to people who would send you off to do something (probably including fighting things [img]smile.gif[/img] )
well? [img]graemlins/1druid.gif[/img] -manikus |
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#3 |
Elite Waterdeep Guard
![]() Join Date: September 20, 2002
Location: bc
Age: 41
Posts: 5
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the way im making my game, is based on might and magic, it is awsome since i ripped all the graphics from might and magic Vi and vii.
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#4 |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
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okay, i'll admit it to world---i don't know anything about the might and magic games.
![]() care to enlighten me bailor? [img]graemlins/1druid.gif[/img] -manikus |
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#5 |
Elite Waterdeep Guard
![]() Join Date: September 20, 2002
Location: bc
Age: 41
Posts: 5
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It is a third person view with good graphics, and lots of weapons armor etc. www.3do.com check it out.
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#6 |
Manshoon
![]() Join Date: September 5, 2002
Location: Minnesota, USA
Age: 50
Posts: 180
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I'm a big fan of the epic storyline kind of adventures. Usually I find that the Hack'n'Slash'n'Loot kind of adventures (at least for me anyway) is fun for about the first 5-10 minutes, but then I will quickly move on to whatever else catches my eye. Yeah, in my world a captivating and progressing storyline is key to keeping my interest. I think it helps to get more invloved in the game, and enhances the play experience. But, of course, that is just my humble opinion. [img]smile.gif[/img]
Manikus, I like your idea of an 'open ended' non-linear kind of game? Just one question....Would there be an ultimate goal? Or would it be kind of like Diablo where everything just gets regenerated and regenerated so you keep playing until your character(s) become Gods? But yeah, Epics...That's my vote. ![]()
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#7 |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
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ideally, open-ended without ridiculous repetition (i.e. every time you go into the woods, you're attacked by orcs after 10 steps). but the more i look at what the game is capable of, and what i want to do, i see that it's not going to work out the way i want it to. diablo was fun, until you beat diablo and then you finish and wipe it from your hard drive never to play it again. why? b/c it's just hack and slash and incredibly linear.
i guess what i was trying to get at with using the term 'open-ended' was that if you didn't want to go down into the dungeon and fight monster a that you could still have an enjoyable time drinking in a tavern. my idea was that you could choose a or b or c or d, or a and b and c and d, and/or any possible combination in any order. or you could choose none of these and go down to the local dungeon and kill rats and find trinkets. the idea wasn't for an epic adventure (though, i must admit, i'm pretty fond of those myself), it was that the party would be based in an area, and that certain opportunities would arise, that if not taken wouldn't be the end of the line for the main characters. on the other hand this whole set-up seems awfully simplistic and quite frankly boring to anyone but the creator. at this juncture, my compromise is a combination of my original idea with an overlay of an epic storyline. i've also thought about doing what i originally was going to do, and releasing it as an incomplete mod that would be the background for others to create stories in- all the artwork and building would be in place as well as basic events such as place name text events, taverns, shops, etc. just some thoughts. ![]() [img]graemlins/1druid.gif[/img] -manikus |
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#8 |
Symbol of Cyric
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to quote manikus:
"my idea was that you could choose a or b or c or d, or a and b and c and d, and/or any possible combination in any order. or you could choose none of these and go down to the local dungeon and kill rats and find trinkets. the idea wasn't for an epic adventure (though, i must admit, i'm pretty fond of those myself), it was that the party would be based in an area, and that certain opportunities would arise, that if not taken wouldn't be the end of the line for the main characters. on the other hand this whole set-up seems awfully simplistic and quite frankly boring to anyone but the creator." I don't think it would be boring IF done right. Just have like a "tying-in" theme (like trying to protect certain Npc characters while trying to save the world from destruction) or even if not all the available quests are for the main story, you could make the choices the player takes a bit more important if you put a time deadline on one (or certain ones, or even on all of them or an over-all time deadline) and to make things fun, totally twist the story. As an example, say that you are trying to prevent the destruction of the world (its been done b4, I know) AND somewhere in that main quest your friend gets poisoned. Now you have a "quest" to save him/her and if you don't find the ingredients for a cure this friend dies. Still pretty straight-forward so lets twist it a bit, you go to certain wizards to find a cure, and somewhere in the middle of this you find out that one of the wizards was the one who poisoned in the first place so now you don't know if the cure will work. Now, I was thinking of a large scale type of adventure where you had an "open ended" type where you could go anywhere (but not get to everywhere) and find quests and do them or ignore them as you choose, and if you didn't take them they may or may not be available later to do (what I was thinking is easier to explain in example, so if you remember the good old "pool of radiance" you were given quests to "stop a tribe of lizard men from joining the enemy army and that was it. If you didn't it really didn't matter. But I would think if you didn't, than the tribe should then be later found among the enemy army.) The idea is that what you do (or don't do) should have an affect on you later. BUT, I don't think that it would be easy to make. I think it would be a good game to play, tho. SilentThief
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#9 |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
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i agree completely- if the various things one does are tied together in some type of way, then it could be fun, but my original idea was to have a map full of possibilities with no overriding theme, i guess this was my response to a world that seems disparate at times. [img]smile.gif[/img]
so...my plans have changed. what was going to be a slash and hack will now be abandoned as an adventure in its own right. don't worry, i've still got lots to work on. ![]() [img]graemlins/1druid.gif[/img] -manikus |
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