If you could make YOUR perfect RPG, what would it be like?

Recommended Videos

BrotherRool

New member
Oct 31, 2008
3,834
0
0
Knights of the Old Republic 2 meets Final Fantasy X meets Planescape:Torment. It would be written by Obsidian, the level design would be the guy who did Dear Esther x10 with some of the Naughty Dog guys and someone with creativity and vision (I'm not sure who I'd pick for this, The Elder Scrolls are too dull and normal for my tastes, I want something like the vibrance and creativity of FFX but without a weird mishmash of technologies that makes no sense). I don't really care who does the gameplay, but it has to be under Obsidians direction because Obsidian are really good at tying it into the story. Unsure for music too.
-----------------------------------------
So what would it look like?

Overview
Party-based turn-based RPG (maybe similar to KotoR 2 but requiring more variety than normal attacks) in a semi-open world with a fairly linear storyline and predetermined main character, but some player choice in each mini-scenario.

Main character
Levelling mechanics symbolise character growth and becoming more experienced- Lots of RPGs forget why they have them which is bad game design, for example in Mass Effect, the levelling does nothing in terms of story (it actually contradicts it, Shepard is meant to be a badass from the beginning), this is a huge mistake.

So my ideas is:
Main character was a general in a fated calamitous battle, was gravely wounded and slunk into the shadows till people would barely recognise him. Story is about learning to stop retreating, regaining what you once had and having the confidence to strike out in the world again, confronting old decisions and being proactive after a setback.

This ties in well with the party-based system, because the general is afraid of the way he inspired people before and reconnecting with others and trusting himself to lead people once again is an important part of his character arc. Gameplay=Story

Gameplay
The party influence system from KotoR 2. This is the most important part. Any other way is crud (particular the Bioware method). Characters judge your actions and what you say to them through their own personal viewpoint and relate with you depending on that. If the character is highly moral and you go around slaughtering children, they will not trust you. The way to gain their trust is to be good to other people and they will take note and respect you for it.

I want a large dialogue focus. A lot of the gameplay should be learning things and solving problems and talking to people. (Like the first half of Planescape Torment). Lots of settlements each representing their own little unique viewpoints and ideologies in the wider conflict. The skills and attributes you choose have an effect on what dialogue you pick and the dialogue is sorted in a more meaningful way than 'good/bad', you have to pay attention to what you're saying to get your way (similar in design to Deus Ex:Human Revolution or Alpha Protocol, but with the KotoR 2 interface so we get more than a standard 4 options). Most of the game wouldn't be voiced, only key dialogue, and often only the first line to give flavour. Maybe voice with the main bad guy.

Combat I care the least about. Since the guy is an ex-general it should be strategic. KotoR 2 of FFX would suit me fine.


Story outline/Themes
The main themes would be:
1. Dealing with loss and mistakes
2. How much should we be involved and how?

So lots of tragedy and setbacks, lots of questions about when do we have the right to intervene? When do we have a duty to intervene? How guilty are we if we don't do something to help? (ties into the first theme)

The main character was a man who was once very passionate, he believed in what he was doing and followed orders and led other people and ultimately got them killed. He's scared of touching or influencing other people again and has spent his years in hiding, but whilst he's sat back, things have gone wrong. A person he once knew and came to oppose believes in helping others, but he doesn't do it with respect to who they are and is inactive when their business doesn't directly concern him. He's become ruler (after helping with a genuine problem) and people are dying around him because of them.

Something personal happens to the general to shake his way out of his old life. The problems come to the village he was hiding in and people die maybe. He goes out into the world guided by people, but grudgingly, not sure how much influence he has. As he travels through the empire he sees more and more of the life around him and gathers more people to him and begins changing things again until eventually he challenges the corrupt person and stuff happens and emotions are twanged and things are resolved etc. He can't be outright cruel to people, but he can be detached and disinterested, pushing people away or letting himself get to involved and things will diverge based on these decisions.

Setting
Some sort of fantasy medeival world makes best sense with the general arc, I want it to feel very different and less normal fantasy inspired than most, something more akin to FFX's setting, with lots of very different places and cultures
 

OpticalJunction

Senior Member
Jul 1, 2011
599
6
23
It would be like skyrim with the storytelling of baldur's gate or dragon age origins. Basically a bethesda/bioware collaborative project.
 

Coppernerves

New member
Oct 17, 2011
362
0
0
I'd like to have some kind of mechanic for retiring a high level character and "passing on the reins" to a new one, without losing quest progress, door keys, map markers, that kind of thing.

This is because I feel like a character is "completed" long before I hit the last level or complete the main quest.

I'd like to have a first person perspective, or at least a kind of "action game" control scheme, because I find RPGs based around clicking locations and enemies and stuff sort of... disconnected.

I'd like the world to be small, but packed with amusements, so maybe some kind of multi-tiered, cosmopolitan city would be a good setting, hell, if you make it a giant space ship/station, it could have all kinds of aliens with all their different cultures and aesthetics.

Maybe it would have a society split into "castes" of different industries for so long, along with mutagenic, but strangely harmless radiation, that they'd actually become diverse subspecies...

And why should there only be one main quest? Maybe it should have a few different ones affecting the outcome of each other.

I'd like incentive to travel light, to pick a small set of tools and make do with them if, no, WHEN things take a turn for the unexpected.

Appearance should be separate from stats, and there should be garments which can be combined and recoloured in all sorts of ways without being mismatched.

There should be plenty of different factions to weigh up and interpret for yourself, which challenge you to work out what your characters' values and priorities are.

The shops should keep having cool stuff to buy, I don't want to get loads of money and then have nothing to spend it on.
 

thesilentman

What this
Jun 14, 2012
4,513
0
0


Guys, what is up with this month and the thread necromanzies? It's like a plague of new users is happening. Speaking of which...

KaraNicole said:
Been playing Skyrim a lot recently and and this thought has been on my mind. So my ideal RPG would be a mix of Skyrim, Fallout, and Dragon Age.

Things I like from each that I'd put in a game

Skyrim:
Open world
Abundance of quests
The weapons and armor
Ability to buy houses

Fallout:
The locations. Very diverse.
The creatures were also very creative!

Dragon Age:
The companions! The companion system rocked. if anything I think that's why it's my favorite RPG. You really get to know the people you are traveling with. With any other RPG I've played there really has never been anything that made me care if they lived or died.
Storyline. Really great. Loved that we got origins. It was like a starting point. Also great reason for multiple playthroughs just to see how playing as a Human Noble varied to say a Wood Elf.
Plus Dragon Age made some hot characters. Maybe it's shallow but you ever try makin a cute RPG character on those other ones? Hard to do. Jus sayin'

So all those things combined with something to design. Like a castle or hold or town. Just something that is your own that all your companions stay at. Where things you've collected can be displayed. Oh, and definitely some kind of cause and effect taking place. I must've killed like ten billion people in Skyrim and yet children run up to me like I'm Mother Theresa. Bad things you do should have an effect. Like seriously. It's an RPG. What you do should matter. Not just in the main story but in sidequests as well. It's in the same world it should be just as significant. Definitely more versatile conversations as well. And a real family type thing. RPGs are ROLE PLAYING. I personally think RPGs have been less about us nowadays and more about how big they can make the game, or graffics. But when it comes down to it, it should all be about us feeling like we are the character. And without really having as many open possibilities as in life it really never quite lives up to the name...Also a proper ending. I wanna know how my decisions effected the future.

Just my 2 cents.
Welcome to the Escapist, stay out of the basement, and if anything goes wrong, blame Kross. Enjoy your time here! :)

OT- Dark Souls combat + Elder Scrolls world + Good writing + Difficult as balls = the perfect RPG for me. I just can only see it this way. Another game idea noted down for me to try.
 

SweetShark

Shark Girls are my Waifus
Jan 9, 2012
5,147
0
0
If it was me, I would created an RPG like "Corruption of Champions" online game, but without the "mature" nature the game have and MORE complexity to the results of your decisions you make [this game is very complex already!!].

Let me explain:

-A scenario that let you explore a world openly and without necessary trying to convince you to follow the main plot of the game.

-In "Corruption of Champions" can use different kind of items to literally change the appearance and behavior of your character. For example I created a female with grey shark skin, short silver feather hair, black insect legs, spider venomous fangs. Also many enemies can alter your body after you lose or even if you win a fight with them. Sadly, as I said, it is VERY heavily with mature contents...
Now if we take this level of complexity and put it in a normal RPG, it would be awesome!!! For example what if after a fight you get scars and stay permanently until you die! Or if you suddendly you get Demonic horns becasue of a satanic ritual a cultis did before you murder him! Or become a humanoid rat because of an ancient curse you read in an old church inside the forgoten woods!!!! hhhhHHHHHHMMNNNNGGG!!!!! So many ideas!!!!!

-Text RPG. Seriously, why not a text rpg like the game "Corruption of Champions", minus the mature contents. It would be like you reading and epic fantasy book, using your personal imagination to create the look of the characters and how the adventure is represent in your mind!!! Plus because of that, it is more easily to put a lot of contens in this kind of games. This is also lead to frequendly updates can this game get.

-Quick gameplay. Even if you think is stupid for an Rpg, think again. If you want to play multiple times an rpg, I think at some point you want a "quick button" to skip some parts from the game. In the game "Corruption of Champions" the whole gameplay is by pressing buttons with different options on them. You can easily skip some parts if you already did them and also is more relaxing that way if you think about it.


So, I need a text adveture/rpg game NOW!!!!!!
 

zei

New member
Feb 2, 2013
2
0
0
TES style world and gameplay (open-world, levelling up, lots of loot) with gameplay elements (business management, renting out houses, starting a family) from Fable and most importantly: story, dialogue and character writing from Bioware.
 

Anathrax

New member
Jan 14, 2013
465
0
0
Edit: Crap idea. Here's a better one:

...Baldur's Gate in the setting of Age of Mythology with more Pantheons/Gods.
 

spartandude

New member
Nov 24, 2009
2,721
0
0
first of all i would combine CD Projekt Red and Obsidian into one beautiful entity and have them make a Warhammer 40,000 RPG. in terms of gameplay it would be somewhat similar to The Witcher 2 but with ranged attacks, and a small party. it would also be semi open world similar to that of KotOR I & II or Mass Effect.
The main character would be either an Inquisitor or a Rogue Trader.


a second on would be an Elder Scrolls game written by the two studios previously mentioned, build by CD Projekt Red, with the depth or world that Morrowind had, a good user interface for once and Dark Souls Combat
 

veloper

New member
Jan 20, 2009
4,597
0
0
Something like Arcanum or Fallout for the gameworld and framework of the story, but with the combat from Temple of Elemental Evil or Tactics Ogre or possibly even Jagged Alliance 2, depending on the weapons most commonly used in the game.
Probably going with isometric or projection perspective, with rendered 3D characters in it, going with some pixel shading to approach cell shading to achieve the effect of stylized art or maybe illustrated realism.

In short: crazy gameworld, deep character creation, tactical combat, full party control, decent dialogues, some C&C, no attempt at photo-realism.
 

BrotherRool

New member
Oct 31, 2008
3,834
0
0
Overview
Party-based turn-based RPG (maybe similar to KotoR 2 but requiring more variety than normal attacks) in a semi-open world with a fairly linear storyline and predetermined main character, but some player choice in each mini-scenario.

Main character
Levelling mechanics symbolise character growth and becoming more experienced- Lots of RPGs forget why they have them which is bad game design, for example in Mass Effect, the levelling does nothing in terms of story (it actually contradicts it, Shepard is meant to be a badass from the beginning), this is a huge mistake.

So my ideas is:
Main character was a general in a fated calamitous battle, was gravely wounded and slunk into the shadows till people would barely recognise him. Story is about learning to stop retreating, regaining what you once had and having the confidence to strike out in the world again, confronting old decisions and being proactive after a setback.

This ties in well with the party-based system, because the general is afraid of the way he inspired people before and reconnecting with others and trusting himself to lead people once again is an important part of his character arc. Gameplay=Story

Gameplay
The party influence system from KotoR 2. This is the most important part. Any other way is crud (particular the Bioware method). Characters judge your actions and what you say to them through their own personal viewpoint and relate with you depending on that. If the character is highly moral and you go around slaughtering children, they will not trust you. The way to gain their trust is to be good to other people and they will take note and respect you for it.

I want a large dialogue focus. A lot of the gameplay should be learning things and solving problems and talking to people. (Like the first half of Planescape Torment). Lots of settlements each representing their own little unique viewpoints and ideologies in the wider conflict. The skills and attributes you choose have an effect on what dialogue you pick and the dialogue is sorted in a more meaningful way than 'good/bad', you have to pay attention to what you're saying to get your way (similar in design to Deus Ex:Human Revolution or Alpha Protocol, but with the KotoR 2 interface so we get more than a standard 4 options). Most of the game wouldn't be voiced, only key dialogue, and often only the first line to give flavour. Maybe voice with the main bad guy.

Combat I care the least about. Since the guy is an ex-general it should be strategic. KotoR 2 of FFX would suit me fine.


Story outline/Themes
The main themes would be:
1. Dealing with loss and mistakes
2. How much should we be involved and how?

So lots of tragedy and setbacks, lots of questions about when do we have the right to intervene? When do we have a duty to intervene? How guilty are we if we don't do something to help? (ties into the first theme)

The main character was a man who was once very passionate, he believed in what he was doing and followed orders and led other people and ultimately got them killed. He's scared of touching or influencing other people again and has spent his years in hiding, but whilst he's sat back, things have gone wrong. A person he once knew and came to oppose believes in helping others, but he doesn't do it with respect to who they are and is inactive when their business doesn't directly concern him. He's become ruler (after helping with a genuine problem) and people are dying around him because of them.

Something personal happens to the general to shake his way out of his old life. The problems come to the village he was hiding in and people die maybe. He goes out into the world guided by people, but grudgingly, not sure how much influence he has. As he travels through the empire he sees more and more of the life around him and gathers more people to him and begins changing things again until eventually he challenges the corrupt person and stuff happens and emotions are twanged and things are resolved etc. He can't be outright cruel to people, but he can be detached and disinterested, pushing people away or letting himself get to involved and things will diverge based on these decisions.

Setting
Some sort of fantasy medeival world makes best sense with the general arc, I want it to feel very different and less normal fantasy inspired than most, something more akin to FFX's setting, with lots of very different places and cultures[/quote]
So I've been thinking I want to fight enemies, but fighting humans should be a big deal. To do that, what happened in the past was the General and the Big Bad were leading armies against a horde of demonish things that looked like it was going to swamp the world. In desperation the Big Bad and the General set off a magic nuke so powerful that it permanently screwed up the world afterwords, with hostile monsters magic, all sorts of quirky rules. When you explore the world you see all these communities and how they deal with the changes, some of them are positive and some are negative.

Big Bad and the General both felt bad afterwards, the difference is the General hid from his guilt and the Big Bad refused to accept it, instead pushing the guilt onto everyone else involved and punishing them. There are two things that redeem him
1) He fully intends to kill himself after he's dealt with all those responsible but his mind keeps on coming up with more and more people he needs to punish
2) He was there, helping people and making up for his mistakes when the General ran away.

In that sense he's less a villain, but the way he's dealing with the guilt means he has to be a hostile figure to the General, who he will blame the most for causing all the BB's guilt and this devestation and the game will have the option for them to not kill each other.

Throughout the game the General keeps on getting asked the question "Would you do it again if you had to?" And unlike KotoR we don't chicken out and entirely ignore the question. The threat reemerges, the General will have had the opportunity to inspire and unite all the individual settlements, but it's not definite that they can hold. Things look bad, there's a ME2 suicide esque mission where the general has to choose suitable members of the party to do lead factions and complete important tasks and then when things are looking hopeless, you're faced with the choice. Will you push the button and bring about the devastation again?

My ending will probably annoy everyone, because I refuse to show what happens after they make that decision. Either the bomb falls or you see the horde approaching and someone asks the General 'Now what?'

'Now we live with what we just did'

-End Game-