My main grip in most gaming is level design its small under utilized and just weak, while not directly a game play issue its a major part of how game play can be fun.
Hmm that is interesting - a short term vs. long term gain thing. How was that communicated to the player? If at all...Cheeze_Pavilion said:In _Master of Orion_ (the original) you didn't just research one technology at a time like in other 4X games. Instead, you set your general science slider, then you set sliders in each of six sub-categories (like Computers, Planet Ecology, Ship Drives, etc.)
The great thing was that there was also some weird compound interest formula where if you researched all six sub-categories, you'd get all six techs faster than if you researched one sub-category at a time. It made for some really interesting strategic decisions, like whether you should pour research points into a new combat tech at the expense of falling behind in techs that grow your economy, or choose the slower but more powerful path of researching all areas with equal weight.
What games actually had meaningful item creation, and how did it work? I hear Ultima 7 did, but I've never played it.BubbaBrown said:3. Item creation and modification that actually means something: There's been a few systems in games to make stuff. Usually, it's a bunch of crap. Or you just make something to a pre-determined blueprint which equates no more than you facilitating some simple database queries involving decrements and increments.
In turn based mode haste gives a character the right to make more moves or make first move,nothing is wasted in TB but real life time,this can be assisted with a general RT mode or AI mode like in Lunar, really FF12 would have the best RPG battle system if it had a better queuing active pause command system.runtheplacered said:but it always tends to make the spell haste so much less valuable. small nitpick, but what can i say.. i love haste.Stella Q said:I kind of miss the turn-based combat of the older RPGs like Chrono Trigger and FF7. I like having time to plan and execute a strategy as opposed to pounding the attack button and watching my guy do combos.
W0rd. Bring Sonic back to 2D!!DaxStrife said:I want to see Sonic go back to the side-scrolling days where he didn't have annoying voice actors and catch phrases. I'm not talking about the Game Boy "Sonic Team" pieces of filth, I mean the Sonic 3 & Knuckles days, where the soundtrack [http://s3k.ocremix.org/] was awesome, interesting environs, and before the trend of "every 5th zone needs to be carnival/amusement park themed" started to set in. Someone with some brains needs to go over to Nintendo, rip the Sonic contracts out of their hands, and hand it over to people not intent on raping the franchise face-down into the mud (or at least hire some people who can write intersting stories and clever characters).
Hmm cool. I've been meaning to play Morrowind..but it's such a slow, time-consuming game, I just don't have time for it anymore. Ah how I wish someone would design a "casual" RPG with all the depth of the classics..BubbaBrown said:Elder Scrolls: Morrowind is one. Not the greatest, but you could have ALOT of fun with it when it came to alchemy and enchanting. The basic setup for enchanting was this: You had you frame or container, the effects you knew, how they could work, the cost to the "space" the container had, and your skills. Pretty simple and open. Potions were similar: Reagents with different properties, match the effect out of two to get it in the end product, take account of your skills and your equipment, and you get the final product. Again simple and open.stevesan said:What games actually had meaningful item creation, and how did it work? I hear Ultima 7 did, but I've never played it.BubbaBrown said:3. Item creation and modification that actually means something: There's been a few systems in games to make stuff. Usually, it's a bunch of crap. Or you just make something to a pre-determined blueprint which equates no more than you facilitating some simple database queries involving decrements and increments.
So you could make things that caused all kind of effects.
So I guess I'd really like to see modular and open crafting systems make a good comeback. There's one or two more good examples out there, but my memory fails me.
If you double starting stats it becoems a bit faster to play through.stevesan said:Hmm cool. I've been meaning to play Morrowind..but it's such a slow, time-consuming game, I just don't have time for it anymore. Ah how I wish someone would design a "casual" RPG with all the depth of the classics..BubbaBrown said:Elder Scrolls: Morrowind is one. Not the greatest, but you could have ALOT of fun with it when it came to alchemy and enchanting. The basic setup for enchanting was this: You had you frame or container, the effects you knew, how they could work, the cost to the "space" the container had, and your skills. Pretty simple and open. Potions were similar: Reagents with different properties, match the effect out of two to get it in the end product, take account of your skills and your equipment, and you get the final product. Again simple and open.stevesan said:What games actually had meaningful item creation, and how did it work? I hear Ultima 7 did, but I've never played it.BubbaBrown said:3. Item creation and modification that actually means something: There's been a few systems in games to make stuff. Usually, it's a bunch of crap. Or you just make something to a pre-determined blueprint which equates no more than you facilitating some simple database queries involving decrements and increments.
So you could make things that caused all kind of effects.
So I guess I'd really like to see modular and open crafting systems make a good comeback. There's one or two more good examples out there, but my memory fails me.
Oh Lord. This is reminding me of Star Control/StarFlight all over again.shinbo said:I'm going to wish for old game genres altogether...
2) Open-ended travel/space/trading games! I'm thinking of Wing Commander, but also of Uncharted Waters. Travelling the world/galaxy with your own hard-earned ship, trading spices/minerals at exotic ports of call, engaging with skirmishes with pirates etc. Freelancer was the last of this type I've played, though it was a little disappointing.
CyberAkuma said:I'm so glad I'm working on one of these in Flash with a friend... I noticed there was a distinct lack of Elite style games around the browser and mainstream game section of the Internet.shinbo said:2) Open-ended travel/space/trading games!
I loved those games back in the early eras of computer and console gaming. I remember spending hours on these games at a time.
Best thing I remember about Freelancer was running Cardamine from Malta to Manhattan over a LAN game. Two of us in freighters, three of us on defense. Good times, but it's a shame we had no more incentive after that was done.
This thread on it's own is reminding me of genius ideas I once had that I should capitalise on when I have ten minutes to myself and when I'm not trying to break my fingers on Guitar Hero...
Ah, yes, I sure miss the days when game plots were told in the manual, not the game. Oh, and you'd get the perfunctory victory screen with some expositional text. Seriously though, I'm giving you a hard time, but I honestly think that game plots have immensely improved in general. Maybe not down to the last example, but overall.shadow skill said:Bring back plots....