Well, it'd be a Pokemon game, through and through.
But, the story and characters would be straight out of an Atlus game, specifically, Persona 4.
And the combat would be designed by Square Enix games, specifically, Kingdom Hearts' flashy effects. (it would still be Pokemon combat system, but it would LOOK like Kingdom Hearts)
It'd be an Obsidian game, but without a publisher stepping on their balls to rush the game out and with a Quality Assurance team that wasn't populated with retarded magpies.
It'd be an Obsidian game, but without a publisher stepping on their balls to rush the game out and with a Quality Assurance team that wasn't populated with retarded magpies.
Basically, the mythology of Riviera the Promised Land, the skills of Yggdra Union, the sex jokes of Ar Tonelico, the character diversity of KOTOR, and maybe a gun that shoots shuriken and lightning.
It'd be an Obsidian game, but without a publisher stepping on their balls to rush the game out and with a Quality Assurance team that wasn't populated with retarded magpies.
Bonus points if they use either the Arcanum or Shadowrun IPs.
Actually if I were to actually make my own RPG it would be an MMO version of Paranoia, complete with disposable characters to avoid the grind.
I said before. I would use TES as the base, add Bioware for their story and character development (Mass Effect/Dragon Age), Lionhead for bringing the people and mundane to life (Fable), and IO for interaction with things (Hitman). Also very open and free. Oblivion was more restrictive than Morrowind for example.
Add Crytek for graphics, just for the extra touch. Then fix all the glitches from TES games and make combat much better. And finally, don't add ridiculously boring stuff from stuff like Mass Effect (boring scenery, exploration, etc.)
I said before. I would use TES as the base, add Bioware for their story and character development (Mass Effect/Dragon Age), Lionhead for bringing the people and mundane to life (Fable), and IO for interaction with things (Hitman). Also very open and free. Oblivion was more restrictive than Morrowind for example.
Add Crytek for graphics, just for the extra touch. Then fix all the glitches from TES games and make combat much better. And finally, don't add ridiculously boring stuff from stuff like Mass Effect (boring scenery, exploration, etc.)
My perfect RPG hmm? Well let's see. A joint project between Bioware and Bethesda would be cool. I got it! A Fallout game with a story by Bioware (with consultation from the story developers from the original Fallout games), individual characters by Bioware, gameplay by Bethesda, script by Bioware, animations as a joint effort between the two (combining Bethesda's experience with massive environments with Bioware's excellent animation team), and with graphics by Bioware.
Here is my ideal premise for it. It would be set in Anchorage, Alaska. The basic story would be the Brotherhood of Steel battling the local tribes for control of the advanced military hardware left behind from the reclamation. The semi-unified tribes, already well equipped with restored power armor and military tech, would be giving the Brotherhood a hell of a fight, leading to a deadlock. That's where you come in.
You are a citizen of a vault city. It is similar to the city around Vault 8 which the Chosen One encountered, albeit less established and less smug (Fuck you, Lynette). You have just finished your education and are about to become a full citizen when your home is annihilated. Your city had become a battle field for the Brotherhood and the tribes. The tutorial mission is essentially to escape the slaughter. Luckily, evading any real resistance (I.E. encountering a few attack dogs and maybe some light soldiers at most) you are now like so many previous heroes and must travel the wastes with nothing but a vault suit (a heavily insulated suit, of course) and minimal supplies. Anyone who knew you or anyone you knew are now dead. To those you meet you are known simply as the Survivor. Rather than live a simple life you are forced to become a wanderer, whose adventures will become the stuff of legends.
Your travels will focus around aiding and opposing different factions, much like the famed Courier of the Mojave. Will you aid the Brotherhood, providing them the strength they need to put an iron fist around the savage tribes of the Alaskan wastes? Or maybe you will side with the unified tribes, making the land free... and lawless.
There are other factions of course, most notable being the Enclave Remnants. After their stunning aid of the Courier at Hoover Dam, the Remants traveled about the wastelands, picking up the strays left behind from the dual defeats of the Enclave in the East and West. They eventually formed an organization that rivals the Brotherhood of Steel in both combat effectiveness and proficiency with technology. Unlike the Brotherhood, however, the Remnants are not so focused with the capture of old technology. Rather they want to make new technology. Nonetheless, the Brotherhood is hostile to them, remembering wounds only recently healed.
Hm. It appears that I really got into it half-way through and made my own story. I should really suggest this to the Bethesda guys (excluding the joint work with Bioware, of course).
The perfect RPG for me would be Mount & Blade but in space. You start off from nothing, get a hold of a ship (either by theft or legitimate claim) and then start rendering your services to the galactic community so you can make some coin. Instead of recruiting soldiers, you can recruit crew with their own randomly-generated personalities and skills, some that work well with other crew members and some that do not. Finding the perfect blend of personalities and skills will be the true test of management. Take your ship and your crew. Carve out a legacy amongst the stars.
But that's more of an Open world game with RPG elements.
i would take Baldurs Gate 2 bit with less text and dialogue and change the tactical combat into a Hack&Slash style but with some cool animations and stuff... oh wait we had that just recently...
I would take an interesting setting based on a Tabletop RPG to use a well tested rules set (D&D, World of Darkness, Battletech, SR etc.), a turnbased Combat system (ideally an exact adaption from the Tabletop), all Skills, Abilities, Traits, Items etc, that can be translated into the game in a reasonable way, partybased (maybe 4-6), isometric view at least for combat, campaign for 100h+, a superchallenging AI where higher Difficulties mean a smarter use of tactics and abilities (not justed added hp,Dmg etc.), quality Voice-overs, a real possibility to use different approaches to solve problems (not some faked freedom which always results in the same outcome) and no drawback for playing a bad guy, a deep trading/business system, maybe some sort of survival mode where nutrition, wounds and survival skills are really taken into account, good mod support for user made campaigns, no dlc everything included in the retail version
these are just a few for the game-mechanical side, for the story side it's alot harder but maybe something from the old creative/writing staff from Black Isle
Devil May Cry-style combat with a co-op campaign and simplified but versatile character customization. (ie: leveling up and putting 1 point into attack will increase your character's light attack damage by 2, heavy attack damage by 3, increasing skill points in a special move will increase its attack power by, say... 5 with every point put into it,)
There's much more of an emphasis on simplicity and balance compared to most action RPG's. For example, there are no separate resistances to fire, lightning, ice, etc. damage (so that players can't blow through, say, the fire dungeon just because they have a high resistance to fire), or defense stats. Only upgrades to maximum health. Defense and health both pretty much do the same thing anyway (increase the number of hits you can take before dying), so there's no need to have both.
Each character has certain weapons that they can use, which affects their basic combos and some other melee attacks. Each character also has a "strong attack" (forward + attack button) that depends on what weapon the character is wielding. Most characters can use just about any weapon (example: Mages can use sword & shield but not uber heavy 2-handed weapons, any character can fight with their bare fists), and every character fights the same if they have the same weapon equipped. For example, someone equipped with a spear would thrust their spear forward. Someone with a one handed weapon and a shield would swing their shield, smacking an enemy in front, or deflecting a projectile. Someone with only a one-handed weapon would grab an enemy and impale them (or smash them over the head, depending on the weapon.) For the most part, a character's melee fighting style would depend on their equipped weapon. An Assassin with a spear would have the same melee attacks as a Hunter with a spear, aside from certain attacks like the Assassin's Diving Kick. That way, a sword and shield mage is actually a viable character choice (their default weapon is a magic ring that allows them to shoot flares for longer-ranged melee attacks and generic single target projectiles)
Berserker - The all-out melee, dual wielding, unstoppable beast. Has a rapid flurry type attack that can be done after the basic combo by mashing the attack button. Regains energy for special moves by attacking enemies. Everyone else, except the crusader, slowly regenerates energy instead.
Rage - boost that increases his attack power and speed while draining away energy while it's active
Rampage - runs while flailing his weapons at anything in his path
Cleave - simultaneously swings both weapons in a wide, horizontal arc, knocking down enemies who are hit.
Tremor - slams his weapons on the ground in front of him, knocking down nearby enemies. Massive damage is done to any enemy who is hit by the weapons themselves, but no damage is done to enemies otherwise.
Chaos Knight - A knight who combines elemental magic with sword skill. Moves include
Enchant - enchants his sword with fire (most damaging), lightning (increases attack speed and slightly increases damage), or ice (slightly increases damage and makes combos and special moves freeze or slow down enemies),
Wave Slash - a horizontal, long-reaching, powerful energy slash.
Energy Pillar - slams his sword into the ground, creating a pillar of energy that damages any adjacent enemies. Can be done in air.
Energy Trap - defensive backwards jump that leaves a damaging trap in his original spot.
Block - raises a shield to reduce damage from attacks from in front. Does not use energy.
Air Dash - dashes in a straight line while in mid air. Does not use energy.
Crusader - Holy knight who smites enemies for great justice. Attacking enemies restores MP, but MP does not regenerate on its own (this is to prevent running away to heal)
Bless - Increases attack power and slowly heals the Crusader while draining MP
Sanctuary - invincibility force field lasting half a second that reflects projectiles damages any enemies who melee attack from any direction, but has a long recovery time and drains a lot of MP
Flash Orb ? sends out an orb that floats outward for a second before bursting in a flash of light, stunning enemies facing it
Smite - creates a small target circle on the ground that is controlled by the player while the Crusader is unable to move. When the attack button is pressed, a bolt of lightning strikes the target.
Shield Smash - a quick shield smash that knocks back enemies. Can also be used to knock projectiles back at enemies with good timing.
Healing Syphon - Heals allies, but at the cost of his own health.
Punishment - a passive ability that increases damage done to enemies who are hit while they are attacking.
Block - raises a shield to reduce damage from attacks from in front. Does not use energy.
Hunter - Uses pole weapons, such as spears, axes, and mauls. Special moves make use of projectile weapons
Lance Throw - throws a powerful javelin that pierces enemies, but has a long recovery time.
Bomb - throws a bomb that explodes a few seconds after being thrown.
Triple Arrow - pulls out a bow and 3 arrows that shoot in separate directions
Grappling Hook - latches onto enemies and pulls them towards you, or pulls you towards them to deliver a flying kick
Assassin - The ninja type character who uses agile kicks, teleportation, and projectiles with an emphasis on speed over power
Backstab - a passive ability that increases damage done to enemies from behind
Double Jump - a passive ability that allows the assassin to jump in midair at anytime during the first jump.
Diving kick - a fast jump kick that launches the assassin downwards at a 45 degree angle, and does not use MP.
Knife Throw - a very fast, but weak projectile attack. Throws a knife downward if used in mid air
Shadow Dash - A very fast, but invincible dash. Can be done in air. Can only dash in a straight line.
Air Dash - dashes in a straight line while in mid air. Similar to Shadow Dash, but uses no energy, is slower, and does not have invincibility properties.
Phantom Strike - Has a brief start up delay that leaves the assassin vulnerable. An after image of the assassin dashes forward. After it stops, the assassin appears in its place, and enemies between the assassin's starting and ending position are slashed.
Shadow Clone - A shadow follows the assassin and mimics his attacks with a minimal delay, doing extra damage and leaving enemies stunned for longer during combos.
Mage - Differs from the average RPG mage in that his standard attacks are actually useful. Shoots out damaging flares from his hands, and has a generic projectile as his strong attack (forward + attack). Uses magic rings as his "melee" weapon
Fireball - shoots a fireball that explodes on contact, doing splash damage
Lightning Bolt - shoots a bolt of lightning that pierces enemies
Ice Arrows - a 3-way multi-projectile that slows or freezes enemies
Wind Burst - a very quick emergency radial attack that pushes enemies and projectiles away. The move itself does no damage, but projectiles that are blown away can hit enemies.
Poison Sphere - a large, slow moving orb of poisonous gas that damages enemies as long as they are standing inside it
Air Dash - dashes in a straight line while in mid air. Does not use energy.
Bare Fists - Grab and Throw
One Handed Weapon = Grab and Smash/Impale
One Handed Weapon + Shield = Parry (stuns melee attacker/deflects projectile if timed right)
One Handed Weapon + One Handed Weapon = Crosses weapons together to make an X and swings downward
Spear (two handed) = Long Ranged Stab
Two-Handed Axe/Sword/Hammer = Downward Swing
Magic Ring = Energy Bolt (basic projectile attack)
Magic Ring + Shield = Parry
Think Avernum + Grandia + Paper Mario
Combat would take place on a grid (like in Avernum). Characters would have icons representing them sliding on a bar towards the right, determining when they can move/attack. The higher a character's speed, the faster the bar goes (like in Grandia). When a character is about to attack/get hit, there will be a timed button "action command" to do more damage, dodge an attack, etc. (like in Paper Mario)
When a character levels, there are stats that they can put points into
Power - How much damage their normal and special attacks do
Vitality - How much health they have
Energy - How much energy they have for special attacks
Speed - How fast they can move on the grid
Agility - How often/soon their turn comes in combat
As well as other stuff like putting points into weapon/magic masteries that allow them to learn special attacks of certain types (ie: putting points into sword mastery will give them sword moves)
When I was a kid, I used to fantasise about creating an RPG unlike anything else ever made. Turns out that game was Earthbound and already existed though.
If I think about the same question now though, well, it would probably just be Fallout 3 with a few additions. I don't really have any grand concepts for games that I wish I had the ability to make anymore, developers have been doing a good job for me.
Well the combat and stats would work like Mount and Blade: Warband
You'd be able to kill anyone you want whenever you want (within the character's limits), but you'd also have to face the consequences.
It'd be taking place in areas similiar to 8th to 12th century Baltic areas, Scandinavia, Norther French and German coast (including Holland and Belgium) and ofcourse, the british isles.
The game would not have a main plot and the story would be completely player driven.
Most if not all situations would have a very wide variety of choices and NONE would be colored "bad" "good" "neutral" and so on. The player would get to know precisely what his character would say and judge for himself how it sounds. If any voice actor in the world could be hand-picked by the player, I would have that. But as that is not possible, the main character remains without a voice actor.
The player would be able to choose from a variety of backgrounds, such as a village blacksmith, a clan chieftan's son, a city street thief, a man who has lived his life as the son of outlaws in the forests, working as a bandit and so on.
You'd be able to take over existing clans, explore unknown territory, trade (and actualy make profit from purely trading), colonise, create new settlements, colonise these until then unknown lands, serve clans in a variety of ways, get married for good and bad and so on.
There would be multiplayer and by that I mean that they'd be able to play in the actual campaign, not just some death match or shat like that.
There'd also be a great variety of factions and cultures.
Did I forget something?
I would combine Alpha Protocol with Mass Effect to make a game where your goal is to overthrow an oppressive galactic government to save the colony that you live on.
Primary mechanics would be decision making and stealth, although there would be plenty of direct combat.
I've been staring at my keyboard for ten minutes, not knowing what to type.
I first wanted to sy a mix of oblivion and dragon age. but those games are so vastly different that it doesn't mix too well, and you're left with a dragon age 2.0 or a TES IV.II.
so I guess I'm happu with what I have.
Steampunk universe with aliens, platform and dialog oriented, realistic combat (aka run away and hide or you'll be smothered), a simple goal ( no saving the world bullshit ) like working for a certain faction, or trying to find/save/insert action here person you know. Oh and a believable world, would probably happen in one or two cities.
If I were to make my own perfect ideal of an RPG, the elements of it wouldn't matter because it would be crap. Everyone has an opinion on what makes a great game, and if they didn't have to compromise on that even a little bit, they would only create self serving tripe that even they couldn't enjoy.
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