If Disney greenlight a new Star Wars RPG, what should it play like?

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MajorTomServo

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deathbydeath said:
MajorTomServo said:
Give it to Bethesda, let them give it the Fallout/Elder Scrolls treatment.

So you want them to disregard all established world building, completely disregard previous tones in exchange for massive explodey set pieces, and make the gameplay dumber than my cousin being hit with a box of rocks? Shoo, begone.

OP: It depends what kind of RPG they're trying to make. If they have an emphasis on multiple characters, then go with a KotOR/DA-style RTwP system. If it's just one PC, then maybe make it an action game with different character builds.
Lets make a quick list of explodey action set pieces in Fallout 3/New Vegas

-The (optional) bombing of Megaton
-The final battle with Liberty Prime
-Using the orbital laser in New Vegas maybe?


Are you sure you're talking about what you think you're talking about? I have never once heard people talk about set pieces in Fallout. And what exactly makes the gameplay dumb? The fact that it's in real time? The fact that it's not based on a bunch of behind-the-scenes dice rolls? The fact that (with melee weapons at least) you just mash the attack button, as opposed to pressing the attack button once and waiting?

Also, I have no clue where you're coming from talking about established world building and tones. Fallout/Elder Scrolls have some of the most 'real' feeling worlds of any game I've played. Sure they can be a bit heavy on the "ONLY YOU ARE THE SPECIAL CHOSEN ONE WHO CAN FULFILL THE PROPHECY" but you find that in about 90% of games... And you seem to be dead-set on a direct squeal to KotOR. That's not what OP was asking. They asked what we'd like to see in a Star Wars rpg.
 

JazzJack2

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MajorTomServo said:
Also, I have no clue where you're coming from talking about established world building and tones.
I think he's talking about how Bethesda shat all over the Fallout lore.
 

Orks da best

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MajorTomServo said:
Give it to Bethesda, let them give it the Fallout/Elder Scrolls treatment.

Open world galaxy exploration, lots of collectibles, switching between lasers and 'sabers at will, etc.
one on condition, Obsidian does the story, gameplay and characters, while bethesda does the ads? and stick there name on the box?

Obsidian would be the better choice. and they have plans for a star wars rpg if Disney says yes.
 

likalaruku

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I imagine it would be something light, for Facebook or mobile.

Or you know...they can just toss Wolverine, Darth Vader, & LeChuck into the next Kingdom Hearts & call it a day. Hahahahah.
 

shrimpcel

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Either the Elder Scrolls (although it would be hard to choose a planet which would be an interesting setting for the entire game) or Diablo.
 

Kayevcee

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BrotherRool said:
I would want a party and the influence system from KotoR 2, with party members with you commenting on your actions and trusting you more or less based on them.
I absolutely, utterly 100% DESPISE influence systems- at least the way they usually play out. I'm playing through Dragon Age Origins right now and I've had to reload more saves to avoid losing influence (and the stat bonuses tied to them) with someone in mid-conversation with an NPC than because I've wiped out in battle. Morrigan gets all pissy every time we help someone, which is a shame because that's about 80% of the sidequests. Sometimes conversations will go in unexpected directions and you'll cock up your relationship with someone you never expected to because it's the only way to get what you see as a satisfactory outcome. The worst part is that you can't get round it without reloading a save and dumping the character- you rarely have the option to use a speech check or something to try and bring the upset party member round to your reasoning.

Far and away the worst systems though are in KOTOR 2 and Mass Effect 2- one that sticks in my mind was the harridan-off between Jack and Miranda that Shepard has to settle one way or the other. So far I'd been RPing the entire game, mostly going paragon but occasionally going renegade when I thought the situation demanded it. I couldn't get Miranda back on side after the fight and reading up online I found out that if you aren't sufficiently paragon or renegade you can't do anything about it. There weren't enough moral choices left in the game for me to grind my morality level up to the necessary point to pass the speech check. In the end I used a save editor and made myself 1000000% renegade, then walked into Miranda's office and screamed at her until she stopped acting like a bloody five year old.

The other one that jostled my flaps like no other mechanic was HK-47 in KOTOR 2. Now, like all right thinking people, I love HK-47, and that made the frustration all the more unpleasant. As a light-side player, the only way to unlock his jedi-killing dialog is by having him present for EVERY SINGLE INFLUENCE OPPORTUNITY IN THE GAME. If you miss one (and there's no way to spot most of them in advance) then you miss out on a huge chunk of his contribution. A lot of the characters have other issues (as a male character you can't raise influence with Visas before Brianna or she takes the huff and won't talk to you or let you train her as a Jedi, for example) and the only way to get through them correctly is to have the wiki open and alt-tab out every time you go into a new area to make sure you don't miss anything. At this point it's not role-playing any more. It's just box-ticking. Going through the motions because any other approach will cause you to miss out.

Much as one single aspect of the influence system annoyed me in Mass Effect 2, I absolutely adored the idea of every character having their own quest that you could do to get them on-side. That's great. It means you don't wind up with a "Cait Sith" type character that's just there to fill up the roster whom you never use or know anything about. I could live with in-mission influence changes, even ones you can't avoid or save before (the Jack/Miranda event occurs directly after a mission and if you didn't save after you finished but before returning to the ship -why would you- then you'll have to do that sucker again) so long as you can smooth things over with the character later, by talking it over or making them a cake or some damn thing. Hell, occasionally disagreeing with characters on missions could be made more interesting than constantly buttering them up- you know, like how actual friends and comrades behave. Just so long as there's enough leeway that you can actually dare to role play without losing the stat bonuses that keep you and yours alive.

-Nick
 

deathbydeath

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MajorTomServo said:
And you seem to be dead-set on a direct squeal to KotOR. That's not what OP was asking. They asked what we'd like to see in a Star Wars rpg.
Basically everything before the quote can be answered with a viewing of the Fallout 3 season of the Spoiler Warning Show (yay laziness!)

Before we start talking about the quoted text, howzabout you let me form my own thoughts, otherwise you can shove your conjecture in places that the mods won't let me say.

I was referring to your brilliant idea to let Bethesda handle a Star Wars RPG, and you even went out of your way to recommend they do what they did in Fallout 3. That is a bad idea (see aforementioned Spoiler Warning Show). Also, I did answer the OP's question in the section labelled "OP:". A direct sequel to KotOR would be alright, but I'd only care for it if it was done by Obsidian.
 

BrotherRool

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Kayevcee said:
The Dragon Age: Origins one sounds like it sucks, influence systems should be linked to story as their primary motivator instead of stat bonuses and they shouldn't go up and down easily. Like although there are significant gameplay rewards for high influence in KotoR 2, the real advantage and reason for it is building up bonds with companions and finding out their backstories in a more natural way. Even turning characters into Jedi, whats so cool about that isn't just you can have a bunch of jedi in your party, but the idea that you've earned there trust enough that they'll let you open up all this stuff to them. It's by far the best way to deliver backstory.

And it makes sense that it's hard to influence Hk-47 positively if you're a lightside character. He despises do-gooders and loves killing, it makes his character more meaningful that he reacts to you in a way thats appropriate to his character. It makes your evil actions feel even better when HK is behind you giving you some love for doing it.


But this is where the proviso comes in that they need to add in the Alpha Protocol thing where negative influence is equally beneficial. KotoR 2's system rocks at making you feel like you've earned backstory and creating a more meaningful relationship, but where it fails is that if you don't max out influence then you're locking yourself out of content which isn't fun.

The way Alpha Protocol works is that how people treat you is different depending on your influence level. Not better for better influence, just different. They don't have companions in the same way, but for example there's one guy who if you earn enough respect for him, he might betray his employer in a critical moment. On the other hand, if you piss him off, then in your first battle with him, you can provoke him into fighting to the death and skip an entire boss fight later on.

It's fine if you have to be bad to romance HK, because thats how HK works. But what you need is to get stuff for annoying him too. Maybe if you annoy him he starts giving your lectures on his life history to try and intimidate/shame you, or it drives him to become a better fighter etc.

For the other specifics in KotoR 2. It's impossible to get Visas before Brianna so I'm not sure what you mean there. But as a male I can confirm that I maxed out influence with her in her first conversation just this week. And equally trying to raise influence with Brianna is not affected by Visas' presence but you need to be level 18 to unlock the last fight with her. There's a chance for neg rep when Visas boards, but it's easy to avoid if you realise that the Handmaiden is jealous and there's more than enough rep in the game to make up for it. In general the influence system in KotoR 2 doesn't even work like that, there are triggers that are needed to unlock each characters highest backstories, but that's on top of the influence system which is a straight +1 -1 and there are no triggers which can prevent backstory from being unlocked (well ending the game I guess)


The Mass Effect franchise doesn't have an influence system (well technically it does in ME3 but it's still so piss poor to be pretty unrecognisable). Backstory is unlocked on a timer which is pretty much the most robotic and unfeeling way to do it. It's one of the things I hate most about those games. It never feels like you romanced someone, it feels like you went down below deck and said 'yes' 4 times in a row. Congratulations relationship unlocked!

The loyalty system in ME2 is completely isolated from that system (which is stupid). I don't have a huge issue with it though, I think forcing you to choose between crew loyalty (and you can have both with high enough paragon) is an interesting choice. ME2's end mission, like ME3's story arcs is at its most boring if you're fully prepared and get auto wins. Having a crew unloyal isn't a death sentence it just forces some hard choices and clever strategies at the end of the game. Stupidness of the relationship aside I really approved of it
 

templar1138a

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If there's a new Star Wars game, I'd very much like it to be an Elder Scrolls-style open-world. Or rather, open-worlds. Don't care when it's set, and I don't expect to be able to explore entire planets, but this is a Star Wars game that has yet to happen.
 

BrotherRool

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templar1138a said:
If there's a new Star Wars game, I'd very much like it to be an Elder Scrolls-style open-world. Or rather, open-worlds. Don't care when it's set, and I don't expect to be able to explore entire planets, but this is a Star Wars game that has yet to happen.
So out of interest what are you thinking of this looking like? Would you like a Skyrim sized world cut into 4ish chunks that are different planets or would it be better to have one continuous world?
 

nomzy

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BrotherRool said:
Kayevcee said:
snip
Honestly I didn't mind the influence system in origins. I quite enjoyed Morrigan disagreeing with everything I did even though I was still romancing her. I'd much rather have a companion that has their own beliefs and won't just change them at the drop of a hat.(is that the phrase? I can't remember)

Speaking of influence systems, what did you guys think of the one in Dragon Age II?
 

BrotherRool

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nomzy said:
BrotherRool said:
Kayevcee said:
snip
Honestly I didn't mind the influence system in origins. I quite enjoyed Morrigan disagreeing with everything I did even though I was still romancing her. I'd much rather have a companion that has their own beliefs and won't just change them at the drop of a hat.(is that the phrase? I can't remember)

Speaking of influence systems, what did you guys think of the one in Dragon Age II?
I like the characters disagreeing, but having it tie so heavily into stats was a bad choice. It should be a one time unlockable thing. Get to x high or low influence and y happens. Or at story points a character will do b if they hate you.

And the gift system was a bit bad. Bioware still design systems for relationships that represent about the most shallow relationship you can have. DA:O is a huge advancement over the Mass Effect franchise and KotoR 1, but having a mechanic where you buy your way into someones good books is awful.

Saying that I haven't played the games, I was just responding to how it sounds from how other people have described it. When you say/do something that gets neg/pos influence with a party member do they speak or is it a stat that pops up (like in The Old Republic). I think the idea that they speak to you whenever you please them or piss them off is important for the relationship feeling it's meant to create because I found the TOR way really didn't work for me
 

takemeouttotheblack

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Anything would be nice; heck, I'd even settle for a Force Unleashed III (if they actually put more than three levels in it!), but another KOTOR style game, a Bethesda take or even something completely different (Creed with lightsabers, anyone?) would be cool. All I ask for though is:

- A good plotline with good, interesting and uncliched characters.
- A good combat system that gives a bit of feedback
- A good balance between forcepowers and lightsaber abilities (See FU and Kotor vs Jedi Knight)
 

Owyn_Merrilin

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Vern5 said:
It would probably be an action RPG. Somewhere between KOTOR and The Witcher. You would have force powers and actions assigned to hotkeys while one button will need to be methodically mashed in order to fight.

You'll probably fly to distant worlds and meet strange cultures. Like a civilization that takes after the age of Pirates, with spaceships that have jolly rogers on them and every town is a run-down port full of hookers and swarthy drunks. Later one you might adventure your way to a planet that is dominated by a singular gigantic tree, except the tree is made of plastic and cement.

And then your character will randomly dropped into an impromptu level designed to look and sound like "Steamboat Willie"

Overall, a magical experience.
Hell, the Original Trilogy makes me want to go to Disney every time I re-watch it anyway. So did Jurassic Park when I saw it in the theaters Sunday night, for that matter[footnote]Oddly, that last one never did that to me until I saw it theatrically.[/footnote]. Point being, those old practical effects have a lot in common with the animatronics used in theme parks, and older blockbusters feel like themepark rides, while newer ones feel like videogames.

Also, the first two settings sound like something right out of the OT, especially the plastic and cement tree -- sure as heck beats one made out of CGI.
 

templar1138a

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BrotherRool said:
templar1138a said:
If there's a new Star Wars game, I'd very much like it to be an Elder Scrolls-style open-world. Or rather, open-worlds. Don't care when it's set, and I don't expect to be able to explore entire planets, but this is a Star Wars game that has yet to happen.
So out of interest what are you thinking of this looking like? Would you like a Skyrim sized world cut into 4ish chunks that are different planets or would it be better to have one continuous world?
The former. It wouldn't be Star Wars without space travel, after all. There could also be pockets of space along the hyperlanes between planets that could be explorable. NPC fighters could ambush you in them as well. And expansion packs to such a game should include at least two new planets.
 

MiskWisk

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Probably get Bethesda to work on the world and Telltale to work on the story. I feel that could go either really well, or really badly depending on how well they work together. Don't know who should take the gameplay though.
 

MeChaNiZ3D

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Cross between Force Unleashed and Skyrim would be just dandy. Combat skills would be split between blasters, lightsabers and the force, and arranged such that you could only be good at two of them at once. You would also be able to travel between worlds in an actual craft. Generic ones would be available from civilised places, ones like the Millenium Falcon would have to be acquired through actions in the world. No moral choice system, consquences would be logical but not obvious, and rarely black and white.

Basically free-roaming with the epic force usage and combos of Force Unleashed.
 

Midnight Crossroads

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Hans Zimmer and Klaus Badelt in charge of the music

Antagonist is a Sith.
His allies include a Hutt crime lord, a droid assassin, and an incompetent Mandolarian and Twi'lek bounty hunting team. The Mandolarian is Zapp Brannigan.

Main character is a smuggler. He's a mix of Jack Sparrow and Baltier or FFXII.
His allies include a rival Twi'lek smuggler, a pacifist Jedi, the Jedi's deadweight love interest, and a stolen Sith droid

The space ship would be modular. Emphasis on talking your way out of things, free-running to get away, and using stealth to avoid combat. Actual combat is real time. The space ship can fly freely between planets.