Jaime Lannister
Arbiter
- Joined
- Jun 15, 2007
- Messages
- 7,183
There was a thread on the IT forums where someone asked if AoD was going to be "innovative" and Vault Dweller said no, but that older games were more innovative than today's.
I feel like I have to mention Section 8's very innovative game, Synaesthesia. He's including stat-based character emotions and personalities, which sounds very cool, even though it might require a bit too much micromanagement to be fun.
And innovation, in the last decade, has meant "more accessible to non-RPG gamers". The RPG niche is small, so developers reach out to the FPS and RTS communities for players.
I think that an RPG that wanted to sell well without being cross-genre would have to be innovative. We haven't had an RPG that advances the genre for a long time, so one that did would be quickly gobbled up.
1. READ THIS CAUSE I THINK ITS COOL Non-linear NPC reactions. Instead of having "good guy" and "asshole" PC lines that are only cosmetic, make it so that if you give, say, a grifter NPC enough asshole responses he'll ask for help with a scam and if you are a "good guy" he'll lure you into a scam. Basically, make flavor text meaningful. Everyone who plays it will love it.
2. The ability to join the "big bad" guys. Seriously, if I'm a feared evil sorcerer, why does the big bad guy invite other evil sorcerers into his ranks but not me? It would allow good diplomats to infiltrate the enemy and kill the bad guy that way.
3. Truth and lies that actually mean something, unlike in PST where it just made you more lawful or chaotic. Certain NPCs should be better than others at catching you in a lie, and, this goes with #1, if an NPC trusts you enough he should believe you no matter what.
I feel like I have to mention Section 8's very innovative game, Synaesthesia. He's including stat-based character emotions and personalities, which sounds very cool, even though it might require a bit too much micromanagement to be fun.
And innovation, in the last decade, has meant "more accessible to non-RPG gamers". The RPG niche is small, so developers reach out to the FPS and RTS communities for players.
I think that an RPG that wanted to sell well without being cross-genre would have to be innovative. We haven't had an RPG that advances the genre for a long time, so one that did would be quickly gobbled up.
1. READ THIS CAUSE I THINK ITS COOL Non-linear NPC reactions. Instead of having "good guy" and "asshole" PC lines that are only cosmetic, make it so that if you give, say, a grifter NPC enough asshole responses he'll ask for help with a scam and if you are a "good guy" he'll lure you into a scam. Basically, make flavor text meaningful. Everyone who plays it will love it.
2. The ability to join the "big bad" guys. Seriously, if I'm a feared evil sorcerer, why does the big bad guy invite other evil sorcerers into his ranks but not me? It would allow good diplomats to infiltrate the enemy and kill the bad guy that way.
3. Truth and lies that actually mean something, unlike in PST where it just made you more lawful or chaotic. Certain NPCs should be better than others at catching you in a lie, and, this goes with #1, if an NPC trusts you enough he should believe you no matter what.