gluon
Novice
- Joined
- Jun 28, 2005
- Messages
- 23
Section8 said:
- An enclosed and isolated environment.
- A small "cast" of "specialists," where there are no bit parts.
- Impending doom.
I think the combination of those elements would lend themselves very well to your ideas. Rather than being an environment where you as a player just solve problems for NPCs, the game is more about the discussion of hypothetical solutions to the collective problems facing the cast of characters, and consideration of effects.
As such, nearly every solution should have drawbacks, some minor, some critical, some foreseen, some not. Maybe the player can implement fixes of their own volition, but the bulk of the game should be about working as a team.
The only concern I have about this approach to a setting is its (in many cases) incongruency with character creation and development (personality- and aptitude-wise). Maybe I just have the wrong ideas about how to implement these into a game of this nature, as I'm sure that with a little thought and creativity it could be done.
Of course, neither character creation nor 'levelling' are necessary for an RPG (I've been keeping up with the 'levelless RPG' thread--and kept up with its predecessor). However, if both of these features are removed, I'm afraid the finished product will end up feeling more like an adventure game than a text-centric RPG.
As to the methods I could use to let the player define his or her character in a non-intrusive fashion--would character creation via dialogue near the beginning of the game be an option? Or would it simply be better to start with a tabula rasa and define his/her strengths/weaknesses based on the actions that the player chooses for them throughout the game?