It is something i've been thinking about too recently, i've been reading a bunch of fantasy stories and in a bunch of them traveling from point A to point B with a group of people is a large part of the story, but i can't really think of any game that gives you that sort of experience. Game world sizes tend to be small that it is a matter of minutes to go between major cities.
If they can bring back those gargantuan sized dungeons filled with creepy skeletons who scream like stuck banshees then I am most definitely interested.
A journey-based rpg could work methinks. Something similar to FTL, only not necessary with the spaceship combat.I've always thought that about RPGs...
I've always thought that about RPGs. I remember being excited by Baldur's Gate precisely because it had a little bit of that sense of getting from A to B. [...] And the popularity of "realism" mods in Skyrim show there's a desire for it. [...] I guess it's always been a bit too much to put on devs' plates to include that sort of thing, as it would require, exactly, a large open world for it to work well and the quest design would have to weave into it properly.
you'd probably be interested in this videothink more like how Dwarf Fortress generates world histories and backstories and less the search&replace radiant quests in Skyrim
you'd probably be interested in this video
I've always thought that about RPGs. I remember being excited by Baldur's Gate precisely because it had a little bit of that sense of getting from A to B. [...] And the popularity of "realism" mods in Skyrim show there's a desire for it. [...] I guess it's always been a bit too much to put on devs' plates to include that sort of thing, as it would require, exactly, a large open world for it to work well and the quest design would have to weave into it properly.
Yeah, there are games where the is a plot point of going from point A to point B, but what i had in mind was more "hands on" - kinda like Skyrim but with a world size that makes the supposedly large distances feel actually large and crossing some mountain isn't about keeping W down for a minute or so :-P. This pretty much necessitates an enormous world which can only be made via procedural and random generation (not necessarily fully random, a designer can do the high level world layout, etc, but instead of -e.g.- placing trees or whatever by hand, they'd control the rules for how some area of the world will be planted). And to remain interesting it also needs several simulated systems that can actually carry the game without scripting (while you can script some stuff it is impractical to script everything in an enormous world) and some sort of "quest generator / director" (think more like how Dwarf Fortress generates world histories and backstories and less the search&replace radiant quests in Skyrim).
Also FWIW i think such a setup would fit a party-based game a bit more than a solo PC game, especially if you can hire people for the journey. Though of course this goes a bit towards a different direction than what The Wayward Realms seems to want to do (or the inspirations for it).
I think even in a big open world game, you do have to have some sort of main story that's gradually revealed - best in the form of some kind of mystery that has to be solved (not like the MQs with fake urgency in the Bethesda games or in Cyberpunk 2077, that's the worst of both worlds). That way you can choose to solve the mystery or not, at your own pace, and/or choose to do the procedurally generated content and a few hand-placed dungeons here and there. (If you don't have that, then for some people they're going to be unsatisfied that they didn't "finish" something.)
Fake screenshots is much, much, much more then I thought they'll ever be capable to produce. Seems that Julian LeFay, Ted Peterson and Skyrim modders might make something, after allMore screenshots. The moon is made of feta cheese in this world.
Agreed with Israeli. I'd make Daggerfall 2 with best artists in similar graphic style to Daggerfall 1, but in higher resolution. That would free up resources needed for gameplay, dungeoneering, quests, world simulation and factions. Also would speed up production ×3/×4 timesThey should have just used the old Daggerfall graphics.
They could probably get a much better and much more diverse dungeons too with improved procedural generation.Agreed with Israeli. I'd make Daggerfall 2 with best artists in similar graphic style to Daggerfall 1, but in higher resolution. That would free up resources needed for gameplay, dungeoneering, quests, world simulation and factions. Also would speed up production ×3/×4 timesThey should have just used the old Daggerfall graphics.
Yep. I remember when Vice City was killing it,few complained about the graphics,but the art style was phenomenal. Neon Lights,beaches,sunrays,the soundtrack and sound design.Agreed, shalom. Daggerfall 2, GTA Vice City 2 or Gothic 3, if they all released today with same or improved lvl of gameplay, immersion, world simulation and story telling as their predecessors, they'd be SMASHING HITS. Morrowind 2 with HD graphics, would f0kin dominate Steam TOP SELLER charts. Gloomwood is living proof of that. For some reason, too many indies chase photo-realism. Focus on gameplay. Graphics with good art style are timeless
My gaming studio in Belgrade will start soon preparations for making of one such RPG. HD GTA Vice City/ San Andreas graphical fidelity, style, RPG stats gallore, iconic music, mid story supernatural plot twist (all conspiracy theories, as our modern mythology, are literary true), living world and many mechanics to interact with it in fun ways. Settings currently discussed are: Yakuza in 80s Tokyo, Italian mafia in Las Vegas 60s and Belgrade gangsters in 90s with time jump to 2020. We'll choose one of those. Great yet cheap to licence music is big factor, which weights heavily in favor of option1 and option3. Don't worry, there will be casino. I hate GTAlikes without functioning casinoWe need RPG's with style and detailed gameplay.
Finally. A truly good... no... GREAT goy on this website. Shalom goy.Agreed, shalom. Daggerfall 2, GTA Vice City 2 or Gothic 3, if they all released today with same or improved lvl of gameplay, immersion, world simulation and story telling as their predecessors, they'd be SMASHING HITS. Morrowind 2 with HD graphics, would f0kin dominate Steam TOP SELLER charts. Gloomwood is living proof of that. For some reason, too many indies chase photo-realism. Focus on gameplay. Graphics with good art style are timeless
If they can bring back those gargantuan sized dungeons filled with creepy skeletons who scream like stuck banshees then I am most definitely interested.
It had the best radio station in all GTA games tooYep. I remember when Vice City was killing it,few complained about the graphics,but the art style was phenomenal. Neon Lights,beaches,sunrays,the soundtrack and sound design.Agreed, shalom. Daggerfall 2, GTA Vice City 2 or Gothic 3, if they all released today with same or improved lvl of gameplay, immersion, world simulation and story telling as their predecessors, they'd be SMASHING HITS. Morrowind 2 with HD graphics, would f0kin dominate Steam TOP SELLER charts. Gloomwood is living proof of that. For some reason, too many indies chase photo-realism. Focus on gameplay. Graphics with good art style are timeless
We need RPG's with style and detailed gameplay.
If they can bring back those gargantuan sized dungeons filled with creepy skeletons who scream like stuck banshees then I am most definitely interested.
I'm most looking forward to the nymphs or those daedra seductresses who take off their clothes to fight. Though female thieves that wear the mini skirt and the temple strippers... I mean healers are pretty nice too.
Too bad all the temples have an evil Aryan NAZI allowed inside that asks for donations (I'm never going to pay them). I would still roleplay auchwitz prison guard with her if you know what I am saying.
Minecraft. Valheim. Judging by how massively popular these two games are despite being relatively simple, low-budget projects, I'd say there's a lot of latent demand for this kind of game experience. And apparently the Swedes are the only ones who realize it.It is something i've been thinking about too recently, i've been reading a bunch of fantasy stories and in a bunch of them traveling from point A to point B with a group of people is a large part of the story, but i can't really think of any game that gives you that sort of experience. Game world sizes tend to be small that it is a matter of minutes to go between major cities.
Minecraft. Valheim.
Bethesda has been doing this as far back as Oblivion. The environments are procedurally generated at design time then they begin working on the output.Valheim might be closer, though keep in mind that when i mentioned procedural generation i didn't mean random generation as in a roguelike, i meant it to "fill the details" for a manually designed world (think less of Minecraft and more of Daggerfall, even if the latter doesn't fit exactly to what i think of). Valheim's Steam page says it is procedural, though as many people conflate the two i'm not sure what exactly they mean.