Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Long story short, I've decided to make a game...
*waits for the applause to die down
...I've thought about for a long time (beats the crap out of constantly bitching about someone else's games), and since it doesn't look like I'll be playing a decent RPG any time soon, I will either make my own or kill a lot of time. I'm in the process of licensing an engine right now as I'm too lazy to make one myself, so I'm kinda serious about it. The reason that I've decided to talk to you, guys, about it (and ultimately expose myself to all kinda jokes) is that since you are the target audience, I'd like to run some ideas by you.
If you care here are some threads with my thoughts on different things that will be reflected in the game unless you'd strongly disagree.
char system, alignment and quests, magic
So, comments and anything helpful are naturally welcome. At the moment I'd like to ask you about quests. I don't want to do any fedex stuff at that point, and I don't want to do any of "you arrive into a town and people can't wait to ask a total stranger to help them with their personal stuff". I think that a mistrust level should be high initially, but i don't want to overdo it. Every side quests should affect players in some way and be more complex then failed/completed. Here is one example from the first town:
You arrive into a city. In a tavern a well dressed noble approaches you and ask to do him a favour since you look very capable of what he has in mind. Turns out that a wild beast is ravaging his yard causing him all kinda distress while the guards are too busy dealing with actual criminals. Should you kill the beast, the noble would make several introductions to his friends recommending your services.
Your options are:
1. March in and kill the beast which turns out to be a guard animal, protecting the house. The noise you made draws everybody out of the house including the owner who doesn't look like the guy you'd met earlier and creates an opportunity for thieves to rob the house.
You get a reputation of a fool, and penalties with theives, nobility, and guards and have to restore the damage to the house owner (opens up a unique risky quest that nobody wants to do but you are in no position to refuse)
2. You are smart enough to get suspicious, and go talk to the actual house owner who confirms your suspicions. The thieves get ambushed and killed.
You get a bonus with nobility for protecting their interests, the thieves naturally hate you and would kill you given a chance, the guards dislike you for taking law in your own hands. It opens up quests with nobles who wants things done.
3. Like number 2 but you go to guards who ambush the thieves.
You get a bonus with guards which opens up some quests with them since you respect the law, thieves dislike you, nobles are grateful but not as much as in no 2.
4. You are smart enough to figure out the scam, and you want in, but not as a patsy. You blackmail the thief pretending to be the noble to let you in, then go and find another dumb looking adventurer to kill the terrible beast ravaging your yard while you and you new buddies clean up the house.
You get a reputation of a smart and fast fella with the thieves which opens up some shady quests requiring brains, unless you double-cross them and report to guards after the robbery, the guards are suspicious of you, the nobles are neutral (unless you offer them to track down those responsible, etc).
5. You can do nothing of course, which gets you nothing
Now, tell me whether it's good enough, what did I miss, and what could be improved, added, etc.
*waits for the applause to die down
...I've thought about for a long time (beats the crap out of constantly bitching about someone else's games), and since it doesn't look like I'll be playing a decent RPG any time soon, I will either make my own or kill a lot of time. I'm in the process of licensing an engine right now as I'm too lazy to make one myself, so I'm kinda serious about it. The reason that I've decided to talk to you, guys, about it (and ultimately expose myself to all kinda jokes) is that since you are the target audience, I'd like to run some ideas by you.
If you care here are some threads with my thoughts on different things that will be reflected in the game unless you'd strongly disagree.
char system, alignment and quests, magic
So, comments and anything helpful are naturally welcome. At the moment I'd like to ask you about quests. I don't want to do any fedex stuff at that point, and I don't want to do any of "you arrive into a town and people can't wait to ask a total stranger to help them with their personal stuff". I think that a mistrust level should be high initially, but i don't want to overdo it. Every side quests should affect players in some way and be more complex then failed/completed. Here is one example from the first town:
You arrive into a city. In a tavern a well dressed noble approaches you and ask to do him a favour since you look very capable of what he has in mind. Turns out that a wild beast is ravaging his yard causing him all kinda distress while the guards are too busy dealing with actual criminals. Should you kill the beast, the noble would make several introductions to his friends recommending your services.
Your options are:
1. March in and kill the beast which turns out to be a guard animal, protecting the house. The noise you made draws everybody out of the house including the owner who doesn't look like the guy you'd met earlier and creates an opportunity for thieves to rob the house.
You get a reputation of a fool, and penalties with theives, nobility, and guards and have to restore the damage to the house owner (opens up a unique risky quest that nobody wants to do but you are in no position to refuse)
2. You are smart enough to get suspicious, and go talk to the actual house owner who confirms your suspicions. The thieves get ambushed and killed.
You get a bonus with nobility for protecting their interests, the thieves naturally hate you and would kill you given a chance, the guards dislike you for taking law in your own hands. It opens up quests with nobles who wants things done.
3. Like number 2 but you go to guards who ambush the thieves.
You get a bonus with guards which opens up some quests with them since you respect the law, thieves dislike you, nobles are grateful but not as much as in no 2.
4. You are smart enough to figure out the scam, and you want in, but not as a patsy. You blackmail the thief pretending to be the noble to let you in, then go and find another dumb looking adventurer to kill the terrible beast ravaging your yard while you and you new buddies clean up the house.
You get a reputation of a smart and fast fella with the thieves which opens up some shady quests requiring brains, unless you double-cross them and report to guards after the robbery, the guards are suspicious of you, the nobles are neutral (unless you offer them to track down those responsible, etc).
5. You can do nothing of course, which gets you nothing
Now, tell me whether it's good enough, what did I miss, and what could be improved, added, etc.