soggie said:The PC's village gets raided and he gets sold into slavery in the beginning.
Please save this shit for an intro and start the game with the slavery part.
soggie said:The PC's village gets raided and he gets sold into slavery in the beginning.
mondblut said:soggie said:The PC's village gets raided and he gets sold into slavery in the beginning.
Please save this shit for an intro and start the game with the slavery part.
Prolonged exposure sucks cock for relayability (or not only replayability, shit happens, hard drives go poof, sisters uninstall your games by accident...), if it's not skippable I just go fuuu, not all this shit again?Assassin's Creed is a prime example of how to do this. Not only you start the game with the prolonged exposure, but you learn that nothing you do is actually important because you're playing a videogame inside a videogame, and you're just trying to imitate the actions of someone who already did all of this centuries ago, and he was better than you.
It's rats, silly (-:Players have been killing spiders for decades now, so this should instantly make them feel at home with the game.
shihonage said:You should start the game as a space marine with amnesia.
As you try to make your way out of the crashed ship, you should meet NPCs which provide you with important exposure. We want to make sure the player doesn't zoom past it and gets stuck later, so this exposure shall be, therefore, unskippable...
Opry99er said:So, what you're saying is,
*"Definitely use a prolongued unskippable intro"
*"Have the PC fight rats for the first 3 hours"
*"Make sure the magistrate asks you to do a task"
*"Have a pikachu tell you how to use a mouse"
*"Give your PC NO knowledge of why he is "here""
Can we add the following to the "RPG Rules" list?
*"one button for "attack"
*"one button for "run"
*"one button for "negotiate"
Oh, and make sure your character goes under the King's palace to defeat the initial outbreak of rats and spiders... As a matter of fact, make sure the user has to clear half a million spiders before exiting to the "exploration" mode. Sick....
soggie said:Yes and while we're at it, auto-level the player as well. For the sake of immersion, nobody wants to waste time figuring out what points to raise on every level up. Just determine it for them. It'll be great because every player would have ended up with the most optimized build, which happens to be a jack-of-all-trades-and-master-of-all-too, attaining godhood by the end of the game.
Overweight Manatee said:This improves replayability, since you can roleplay a spase marien one game and a faggot the next game.
Monocause said:Soggie, why don't you contact the head honchos here so that they set you up with a subforum? That way it'd be easier to discuss your ideas in a better environment than a single thread or in your blog comments section.
Monocause said:A bit off topic, but isn't your skill system too extensive? Looks great and all but it might be overambitious. The list of skills look like a prime candidate for half of them being useless in-game and the other half unbalanced.
Once can imagine that, for example, coercion will find much more use than blackmail which is more situational and requires something the PC could, well, blackmail the NPC with.
Rageing Atheist said:On a more serious note, I like the idea of incorporating the manual into the game like in KOTC. This is probably the best solution for a game that does not come with a paper manual, having to exit the game in order to look something up in the pdf manual is highly annoying.
Flying Spaghetti Monster said:Just for once, I'd like to be the guy attacking the village.
Oh wait, that's been done before, too (a couple of the Final Fantasys, I believe).