The art team continues to move ahead. We have a white box version of our first environment in the prototype, and people are having fun using leap to bounce up to the tops of the lower towers. From there, they get the height advantage to shoot the Slyth and dark wizards patrolling below. We have the hooks in for dynamic lighting, but haven’t started experimenting with setting different times of day.
Lee also passed on the current user interface pieces to Sebastian, and he’s starting to overlay them onto the screen. So the blocky programmer art buttons dotting the screen should be gone, and we’ll move a step closer to having the prototype look and feel more like the combat portion of Seven Dragon Saga.
Edwin and David are exploring the different ways players can complete the game. Noisy discussions on whether to have an ‘evil’ ending, where the party switches sides, and wins one for the Dark Gods. On the one hand, it provides for more freedom of play. On the other hand, it’s not heroic, and we’re not quite sure how triumpful players would feel. If any of you would like to chime in on this, feel free to post comments on one of our social media pages.
Paul is taking another pass at the Borderlands concept, where the party can seize control of regions of the strategic map, and give them to factions they want to strengthen. The player can then convert them to Settled Lands by pacifying the area. This unlocks merchants who sell unique items, and safe resting areas. Still a lot of work to keep this mechanic fresh, and providing the proper level of reward.
— David Shelley, Lead Designer, Seven Dragon Saga
inquisitors, ready to subdue in the name of the emperor
Paul is taking another pass at the Borderlands concept, where the party can seize control of regions of the strategic map, and give them to factions they want to strengthen. The player can then convert them to Settled Lands by pacifying the area. This unlocks merchants who sell unique items, and safe resting areas. Still a lot of work to keep this mechanic fresh, and providing the proper level of reward.
Hello All!
Lately the design team has been focusing on ways to imbue player made characters with personality, beyond their base stats and skills. Traditionally, most party based cRPG's either allow players to create custom characters that are little more than walking stat sheets, or they provide the player with pre made characters with rich back stories at the cost of player agency.
7DS takes a hybrid approach, by allowing players to create a party of custom characters with unique personalities which participate in the game’s narrative elements by using our goals system.
During character creation, players answer a short series of questions, like the one above, to create a personality profile for the character along with their race, class, and specialization. Based on those answers, the character gains one of 13 goals.
A character's goal awards bonus experience to that character when the player solves quests in a manner aligned with it. We also use goals to create conversations between characters. For example, a character with the Acclaim (seeking fame) goal, may chide a Compassion (helping others) focused character on how they try to help people, but always forget to trumpet the fact. The Compassion character could push back, about how being helpful is an end in itself, and worrying about what others think is stupid.
The game also tracks when events occur, and overall ratings of how the party solves issues. So, if the game recognizes that the player likes to slaughter his way out of problems, a character with the Sanctity goal (respect for all religions), might commiserate with the Compassion character on how their views are not being heard.
As the project progresses we'll be adding more depth to this system to enhance the characters personalities and provide more feedback to the player including camp events and romance options.
Folks at the office have snapped up the new official D&D cRPG, Sword Coast Legends, and ploughed a few hours into it. Nice to see more official games coming out. What do others think of it?
David Shelley -- Lead Designer
The recent release of Fallout 4, and Wasteland 2 Director’s Cut, and the re-release of Dark Sun on GOG, had me thinking on how distinctive settings can benefit or harm a game. Fallout 4 has its well established late-50s - early 60s post apocalypse vibe in excellent form. Science fiction always has the challenge of teaching the players the rules of the world, and Bethesda does a great job, by saying, “Modern world stuff, some weird science, and lots of scarcity.”
Many fantasy games take the easy route of western, Tolkien myth-stories. Designers can count on players understanding from the start that the elves are tall, nature loving, good magic users, good bow users, and probably hate the dwarves. Knights are good, goblins bad, and damsels are for saving. Add in Campbell’s hero’s journey, and the game’s structure is very approachable, if rather predictable.
Like the Fallout series, SSI shifted to post-apocalyptic visions for their first internal fantasy RPG after the gold box series: Dark Sun, Shattered Lands. The art change from Elmore inspired gold box to Brom’s brooding, more monochrome style was striking. It was still D&D, but with the twist that magic degrades the world, and everyone is trying to survive. The same sorts of races and classes were recognizable, but each had a tweak to better fit the world.
So there were new world rules to figure out, but they were an extension of D&D, not an alternate universe. This helped provide a balance between a fresh look and a need for a massive info dump on new players. Dark Sun sales were good, and the reception positive, so the change of venue and art style worked well. Perhaps TSI will try its hand at the post-apocalypse in a later game.
With 7DS, we are not using the D&D license, so will not be tied to their restrictions, nor benefit from their familiarity. For a setting, we are going with more of an international feel, more East meets West, with a modern visual style. We decided to keep with races called elves and dwarves, and they meet many of the expectations, though the dwarves take much from the Tuaregs of North Africa, and one branch of elves is more South Asian. The story line focuses on solving open quests involving quarreling factions, and world altering artifacts.
Our challenge will be for players to be comfortable building their party from races and classes both familiar and new, and then coming up to speed on their party’s abilities, and the overall rules the world works by. If a being looks ugly and primitive, is it an automatic evil creature? Can I attack townspeople, and if so, what are the repercussions? A hundred such questions will come up during the beginning of play. As designers, we must answer the questions in as subtle and natural way possible.
While it is always safest to choose a lowest common denominator setting and story, so everyone knows a grey beard is always a sign of respect, wisdom, and probably a lot of magic, it also runs the danger of being instantly forgettable. Games like Fallout 4 and Dark Sun took fresher approaches, and were successful. We intend for 7DS to also strike that balance between familiar and fresh, and are excited for you to join us for the ride. Next time we’ll look more into how quests align or clash with different settings and player expectations.
Dark Sun
Perhaps TSI will try its hand at the post-apocalypse in a later game.
Fixed. I understand he's trying to ride the coattails of a recent release, but if he's talking about freshness, he should mention the original, not the nth iteration.David Shelley said:Games likeFallout 4Fallout and Dark Sun took fresher approaches, and were successful.
For a setting, we are going with more of an international feel, more East meets West, with a modern visual style. We decided to keep with races called elves and dwarves, and they meet many of the expectations, though the dwarves take much from the Tuaregs of North Africa, and one branch of elves is more South Asian.
FTFYYou use dwarves and elves because 90% of RPG players are babbling idiots who won't even look at anything that doesn't have elves (preferably drow) and dwarves, just assume it, if the game is like Forgotten Realms we'll play it anyway, but an original alien world won't be bought by anyone, don't try and say otherwise.
me likey, can't think of many RPGs with an Eastern feel. As a matter of fact, only Jade Empire comes to my mind right now, even though someone will undoubtetly point out some grand classic to me that I haven't played yet
an original alien world is better, don't try and say otherwise.