Poll: I have a few Ideas for an RPG, any thoughts? Edit: Revised first post!

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Wing0fSilver

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Oct 12, 2009
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JonnoStrife said:
View:
[]Top View
[]3rd person
[]1st person
[]Changeable with either L3/R3 or menu

Style:
[]Ultra-Violent
[]Realistic
[]Steam punk
[]Anime
[]Cartoon

Gameplay:
[]Free Roam/Open World
[]Warcraft 3/ Age of Empires
[]Other... Please specify because I can't think of any

Encounters:
[]Random Battle
[]Visible Enemies
----Quick Time Events
[]No
[]Yes
----Frequency:
[]All the time
[]A decent amount
[]Just enough to break up the endless running
[]Hardly ever
----Looting
[]Cash
[]Realistic (fur and pelts from animals, gear from humans)
[]Final Fantasy-esque
While appreciate that list you made, I'm not going to indulge you the checklist of gameplay elements. Instead I'm going to try to paint a picture for you with words.

Firstly, I'd like it to be played largely in third person. Between the 'actiony' combat and the amount of puzzle solving that would be required of you, I simply don't think first person gameplay would be advisable. There of course would be an option to momentarily enter first person mode to get a better look around, but the majority of the game you'll be gifted with a stunning view of the character's backside.

Regarding the realism, I was looking toward somewhat low. There would be times when things got a little gruesome, but those would be few and far between and would only be used to show things being really bad. I'm looking for roughly a Teen rating for this, so imagine something like that. Most of the game, will be bright and light hearted, with somewhat cartoony stylization on most of the characters and environments. I'm drawing somewhat heavily on Fable as far as the style, but I think I'll add in a few touches of JRPG elements. Before I get a resounding 'Bawwww' from that last statement, know that I strive for balance in all things and that the main character will NOT look like a girl.

Also, I'm looking for a semblance of a free roaming world. I'd like this to be story driven (once I get around to what that story is anyway) so it's going to be somewhat linear at times. Of course there will be a wealth of side quests, mini dungeons, and exploring for you to do once you gain access to new abilities. I don't like the idea of having to complete story elements to go somewhere first (Outside of the beginning sequences maybe) but if there's a reasonable explanation to keep you there until you do something first, I don't see why not.

Battles will take place not unlike Zelda Twilight Princess. If you have a sharp eye, you'll be able to spot a small scouting party of enemies down the way. If you have sharper wits, you'll be able to promptly have a giant flaming boulder crash their dinner party. The enemies won't be that dim, however. If they have a small scout party waiting somewhere, odds are they're scouting for you; and if you happen to find a stronghold of theirs and pick off a few sentrymen they're bound to notice the accompanying explosions.

Looting I hadn't really gotten into much. I can't see any real need to buy very much in this game. Everything is magic based, and you're supposed to be one of a few people that can use magic, so I think it would be somewhat out of place to go into a store and buy new spells. On the other hand, having everything you need fall into your lap doesn't sound any better, so I was thinking on some sort of Alchemy/Synthesizing system. New robes could be crafted out of a number of pelts with a sprinkle of a bit more magical pieces of loot. Health restoratives could be brewed out of certain herbs. Whatever physical weapon I finally cave in and give you people could be made out of ores or gems. Anything that couldn't be 'made' by the local alchemist would likely be traded for. The concept of money in RPG's tends to be so convoluted that at the beginning of the game you're scrounging to buy a handful of potions, but by the end of the game you have 99 of everything and still a few million gold pieces burning a hole in your pocket (Not to mention that in games like this, the best equipment is likely found in some secret mini dungeon or forged by you anyway, so I'm just skipping a step) I'm looking to not have that kind of thing, so that you single handedly don't ruin the entire economy of a whole continent because you can kill most of the creatures that cross your path.

In a bit or two, I'm going to compile my new set of ideas and edit the first post so all the damned 1 voters will stop down voting me because of a poorly conceived (and at the time, only momentarily thought of) idea.
 

Quad08

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Huh, impressive. Good start for sure. Potential for a really interesting magic system. Keep it up!
 

JonnoStrife

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Wing0fSilver said:
JonnoStrife said:
View:
[]Top View
[]3rd person
[]1st person
[]Changeable with either L3/R3 or menu

Style:
[]Ultra-Violent
[]Realistic
[]Steam punk
[]Anime
[]Cartoon

Gameplay:
[]Free Roam/Open World
[]Warcraft 3/ Age of Empires
[]Other... Please specify because I can't think of any

Encounters:
[]Random Battle
[]Visible Enemies
----Quick Time Events
[]No
[]Yes
----Frequency:
[]All the time
[]A decent amount
[]Just enough to break up the endless running
[]Hardly ever
----Looting
[]Cash
[]Realistic (fur and pelts from animals, gear from humans)
[]Final Fantasy-esque
While appreciate that list you made, I'm not going to indulge you the checklist of gameplay elements. Instead I'm going to try to paint a picture for you with words.

Firstly, I'd like it to be played largely in third person. Between the 'actiony' combat and the amount of puzzle solving that would be required of you, I simply don't think first person gameplay would be advisable. There of course would be an option to momentarily enter first person mode to get a better look around, but the majority of the game you'll be gifted with a stunning view of the character's backside.

Regarding the realism, I was looking toward somewhat low. There would be times when things got a little gruesome, but those would be few and far between and would only be used to show things being really bad. I'm looking for roughly a Teen rating for this, so imagine something like that. Most of the game, will be bright and light hearted, with somewhat cartoony stylization on most of the characters and environments. I'm drawing somewhat heavily on Fable as far as the style, but I think I'll add in a few touches of JRPG elements. Before I get a resounding 'Bawwww' from that last statement, know that I strive for balance in all things and that the main character will NOT look like a girl.

Also, I'm looking for a semblance of a free roaming world. I'd like this to be story driven (once I get around to what that story is anyway) so it's going to be somewhat linear at times. Of course there will be a wealth of side quests, mini dungeons, and exploring for you to do once you gain access to new abilities. I don't like the idea of having to complete story elements to go somewhere first (Outside of the beginning sequences maybe) but if there's a reasonable explanation to keep you there until you do something first, I don't see why not.

Battles will take place not unlike Zelda Twilight Princess. If you have a sharp eye, you'll be able to spot a small scouting party of enemies down the way. If you have sharper wits, you'll be able to promptly have a giant flaming boulder crash their dinner party. The enemies won't be that dim, however. If they have a small scout party waiting somewhere, odds are they're scouting for you; and if you happen to find a stronghold of theirs and pick off a few sentrymen they're bound to notice the accompanying explosions.

Looting I hadn't really gotten into much. I can't see any real need to buy very much in this game. Everything is magic based, and you're supposed to be one of a few people that can use magic, so I think it would be somewhat out of place to go into a store and buy new spells. On the other hand, having everything you need fall into your lap doesn't sound any better, so I was thinking on some sort of Alchemy/Synthesizing system. New robes could be crafted out of a number of pelts with a sprinkle of a bit more magical pieces of loot. Health restoratives could be brewed out of certain herbs. Whatever physical weapon I finally cave in and give you people could be made out of ores or gems. Anything that couldn't be 'made' by the local alchemist would likely be traded for. The concept of money in RPG's tends to be so convoluted that at the beginning of the game you're scrounging to buy a handful of potions, but by the end of the game you have 99 of everything and still a few million gold pieces burning a hole in your pocket (Not to mention that in games like this, the best equipment is likely found in some secret mini dungeon or forged by you anyway, so I'm just skipping a step) I'm looking to not have that kind of thing, so that you single handedly don't ruin the entire economy of a whole continent because you can kill most of the creatures that cross your path.

In a bit or two, I'm going to compile my new set of ideas and edit the first post so all the damned 1 voters will stop down voting me because of a poorly conceived (and at the time, only momentarily thought of) idea.
I have to say that was a better explanation than filling out my little thingy-ma-bob.

Can you clarify some things slightly for me though?
Firstly, the merchanting system you talked about. Did you mean that only you can create Items worth having? Or did you mean that after skinning beasts for hides/pelts, you then take said fabrics and some items used for enchanting to a town alchemist/smith?

Secondly, you seem reluctant to give we barbarians any sorta melee weapon.

Last and probably least, why the hate for the JRPG?
 

Wing0fSilver

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Oct 12, 2009
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JonnoStrife said:
Wing0fSilver said:
While appreciate that list you made, I'm not going to indulge you the checklist of gameplay elements. Instead I'm going to try to paint a picture for you with words.

Firstly, I'd like it to be played largely in third person. Between the 'actiony' combat and the amount of puzzle solving that would be required of you, I simply don't think first person gameplay would be advisable. There of course would be an option to momentarily enter first person mode to get a better look around, but the majority of the game you'll be gifted with a stunning view of the character's backside.

Regarding the realism, I was looking toward somewhat low. There would be times when things got a little gruesome, but those would be few and far between and would only be used to show things being really bad. I'm looking for roughly a Teen rating for this, so imagine something like that. Most of the game, will be bright and light hearted, with somewhat cartoony stylization on most of the characters and environments. I'm drawing somewhat heavily on Fable as far as the style, but I think I'll add in a few touches of JRPG elements. Before I get a resounding 'Bawwww' from that last statement, know that I strive for balance in all things and that the main character will NOT look like a girl.

Also, I'm looking for a semblance of a free roaming world. I'd like this to be story driven (once I get around to what that story is anyway) so it's going to be somewhat linear at times. Of course there will be a wealth of side quests, mini dungeons, and exploring for you to do once you gain access to new abilities. I don't like the idea of having to complete story elements to go somewhere first (Outside of the beginning sequences maybe) but if there's a reasonable explanation to keep you there until you do something first, I don't see why not.

Battles will take place not unlike Zelda Twilight Princess. If you have a sharp eye, you'll be able to spot a small scouting party of enemies down the way. If you have sharper wits, you'll be able to promptly have a giant flaming boulder crash their dinner party. The enemies won't be that dim, however. If they have a small scout party waiting somewhere, odds are they're scouting for you; and if you happen to find a stronghold of theirs and pick off a few sentrymen they're bound to notice the accompanying explosions.

Looting I hadn't really gotten into much. I can't see any real need to buy very much in this game. Everything is magic based, and you're supposed to be one of a few people that can use magic, so I think it would be somewhat out of place to go into a store and buy new spells. On the other hand, having everything you need fall into your lap doesn't sound any better, so I was thinking on some sort of Alchemy/Synthesizing system. New robes could be crafted out of a number of pelts with a sprinkle of a bit more magical pieces of loot. Health restoratives could be brewed out of certain herbs. Whatever physical weapon I finally cave in and give you people could be made out of ores or gems. Anything that couldn't be 'made' by the local alchemist would likely be traded for. The concept of money in RPG's tends to be so convoluted that at the beginning of the game you're scrounging to buy a handful of potions, but by the end of the game you have 99 of everything and still a few million gold pieces burning a hole in your pocket (Not to mention that in games like this, the best equipment is likely found in some secret mini dungeon or forged by you anyway, so I'm just skipping a step) I'm looking to not have that kind of thing, so that you single handedly don't ruin the entire economy of a whole continent because you can kill most of the creatures that cross your path.

In a bit or two, I'm going to compile my new set of ideas and edit the first post so all the damned 1 voters will stop down voting me because of a poorly conceived (and at the time, only momentarily thought of) idea.
I have to say that was a better explanation than filling out my little thingy-ma-bob.

Can you clarify some things slightly for me though?
Firstly, the merchanting system you talked about. Did you mean that only you can create Items worth having? Or did you mean that after skinning beasts for hides/pelts, you then take said fabrics and some items used for enchanting to a town alchemist/smith?

Secondly, you seem reluctant to give we barbarians any sorta melee weapon.

Last and probably least, why the hate for the JRPG?
I'm not sure what you mean exactly, but of course you can only create things worth having. Why would you go out of your way to bring a pile of goods to an alchemist to have him make you a teaspoon? A teaspoon that has no properties out of the ordinary other than it was crafted from minotaur horn, centaur hoof, and dragon scales? For the most part, it will be upgrading your attire as opposed to creating entirely new items. You'll be upgrading the robes you're wearing for defense, making small accessories to boost other stats, or augmenting your staff.

You're right, I really don't want to have the character of this story toting around a melee weapon. I know RPGs are supposed to offer certain freedoms and so on, but I fear it would wholly circumvent my idea and end up having my entire magic combining system being a neat little toy between all the hacking and bashing. I added in various spells that give melee weapon effects, like instantly conjuring a sword to swipe with a certain number of times to form a combo, isn't that enough? I've also decided to give the character a staff so he can have basic melee combat, but it can be augmented through Etching runes like you all have been asking for. Do you think that's enough? I really think Mages and sorcerers have gotten a bad rap by not getting enough spotlight. Every other game has either a big bulky knight, in big bulky armor, with a big bulky sword (or a thin, pretty, effeminate, long haired male hero with a big bulky sword) saving the day. And where are the mages? Sent to the back row, casting Fire2 until they end up being useless by mid/late game because the attacking characters do as much damage as you without MP...but I digress. The point of this game is to sort of break away from the stereotypical knight in shining armor, in favor of a young boy getting himself way too far in over his head dressed naught in some sturdy boots and some nice red robes. I think this adds to the actual ROLE PLAY element. You can actually be this character, not just look up and want to be, like all the swordy-knighty types.

Lastly, I don't hate JRPGs at all (hence why I'm borrowing ideas from them), I added that comment because it seems many of the people contributing are Yahtzee fans (rabid ones at that, but look who's talking :) ) and I didn't want to lose favor with them. Also, there are things that JRPGs do that I don't care for (by comparison there are TONS of things Western RPGs do that I don't care for either but...) and I was merely stating that. Some of the things that I do like from JRPGs that I will be implementing, is having it largely story driven, having a simple leveling system (not this whole, you pick 3 stats every level depending on what skills you used garbage), and having a cheery visual style. So I hope that sorts everything out.
 

JonnoStrife

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Sep 5, 2009
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Wing0fSilver said:
JonnoStrife said:
Wing0fSilver said:
While appreciate that list you made, I'm not going to indulge you the checklist of gameplay elements. Instead I'm going to try to paint a picture for you with words.

Firstly, I'd like it to be played largely in third person. Between the 'actiony' combat and the amount of puzzle solving that would be required of you, I simply don't think first person gameplay would be advisable. There of course would be an option to momentarily enter first person mode to get a better look around, but the majority of the game you'll be gifted with a stunning view of the character's backside.

Regarding the realism, I was looking toward somewhat low. There would be times when things got a little gruesome, but those would be few and far between and would only be used to show things being really bad. I'm looking for roughly a Teen rating for this, so imagine something like that. Most of the game, will be bright and light hearted, with somewhat cartoony stylization on most of the characters and environments. I'm drawing somewhat heavily on Fable as far as the style, but I think I'll add in a few touches of JRPG elements. Before I get a resounding 'Bawwww' from that last statement, know that I strive for balance in all things and that the main character will NOT look like a girl.

Also, I'm looking for a semblance of a free roaming world. I'd like this to be story driven (once I get around to what that story is anyway) so it's going to be somewhat linear at times. Of course there will be a wealth of side quests, mini dungeons, and exploring for you to do once you gain access to new abilities. I don't like the idea of having to complete story elements to go somewhere first (Outside of the beginning sequences maybe) but if there's a reasonable explanation to keep you there until you do something first, I don't see why not.

Battles will take place not unlike Zelda Twilight Princess. If you have a sharp eye, you'll be able to spot a small scouting party of enemies down the way. If you have sharper wits, you'll be able to promptly have a giant flaming boulder crash their dinner party. The enemies won't be that dim, however. If they have a small scout party waiting somewhere, odds are they're scouting for you; and if you happen to find a stronghold of theirs and pick off a few sentrymen they're bound to notice the accompanying explosions.

Looting I hadn't really gotten into much. I can't see any real need to buy very much in this game. Everything is magic based, and you're supposed to be one of a few people that can use magic, so I think it would be somewhat out of place to go into a store and buy new spells. On the other hand, having everything you need fall into your lap doesn't sound any better, so I was thinking on some sort of Alchemy/Synthesizing system. New robes could be crafted out of a number of pelts with a sprinkle of a bit more magical pieces of loot. Health restoratives could be brewed out of certain herbs. Whatever physical weapon I finally cave in and give you people could be made out of ores or gems. Anything that couldn't be 'made' by the local alchemist would likely be traded for. The concept of money in RPG's tends to be so convoluted that at the beginning of the game you're scrounging to buy a handful of potions, but by the end of the game you have 99 of everything and still a few million gold pieces burning a hole in your pocket (Not to mention that in games like this, the best equipment is likely found in some secret mini dungeon or forged by you anyway, so I'm just skipping a step) I'm looking to not have that kind of thing, so that you single handedly don't ruin the entire economy of a whole continent because you can kill most of the creatures that cross your path.

In a bit or two, I'm going to compile my new set of ideas and edit the first post so all the damned 1 voters will stop down voting me because of a poorly conceived (and at the time, only momentarily thought of) idea.
I have to say that was a better explanation than filling out my little thingy-ma-bob.

Can you clarify some things slightly for me though?
Firstly, the merchanting system you talked about. Did you mean that only you can create Items worth having? Or did you mean that after skinning beasts for hides/pelts, you then take said fabrics and some items used for enchanting to a town alchemist/smith?

Secondly, you seem reluctant to give we barbarians any sorta melee weapon.

Last and probably least, why the hate for the JRPG?
I'm not sure what you mean exactly, but of course you can only create things worth having. Why would you go out of your way to bring a pile of goods to an alchemist to have him make you a teaspoon? A teaspoon that has no properties out of the ordinary other than it was crafted from minotaur horn, centaur hoof, and dragon scales? For the most part, it will be upgrading your attire as opposed to creating entirely new items. You'll be upgrading the robes you're wearing for defense, making small accessories to boost other stats, or augmenting your staff.

You're right, I really don't want to have the character of this story toting around a melee weapon. I know RPGs are supposed to offer certain freedoms and so on, but I fear it would wholly circumvent my idea and end up having my entire magic combining system being a neat little toy between all the hacking and bashing. I added in various spells that give melee weapon effects, like instantly conjuring a sword to swipe with a certain number of times to form a combo, isn't that enough? I've also decided to give the character a staff so he can have basic melee combat, but it can be augmented through Etching runes like you all have been asking for. Do you think that's enough? I really think Mages and sorcerers have gotten a bad rap by not getting enough spotlight. Every other game has either a big bulky knight, in big bulky armor, with a big bulky sword (or a thin, pretty, effeminate, long haired male hero with a big bulky sword) saving the day. And where are the mages? Sent to the back row, casting Fire2 until they end up being useless by mid/late game because the attacking characters do as much damage as you without MP...but I digress. The point of this game is to sort of break away from the stereotypical knight in shining armor, in favor of a young boy getting himself way too far in over his head dressed naught in some sturdy boots and some nice red robes. I think this adds to the actual ROLE PLAY element. You can actually be this character, not just look up and want to be, like all the swordy-knighty types.

Lastly, I don't hate JRPGs at all (hence why I'm borrowing ideas from them), I added that comment because it seems many of the people contributing are Yahtzee fans (rabid ones at that, but look who's talking :) ) and I didn't want to lose favor with them. Also, there are things that JRPGs do that I don't care for (by comparison there are TONS of things Western RPGs do that I don't care for either but...) and I was merely stating that. Some of the things that I do like from JRPGs that I will be implementing, is having it largely story driven, having a simple leveling system (not this whole, you pick 3 stats every level depending on what skills you used garbage), and having a cheery visual style. So I hope that sorts everything out.
Heheeheee... Yahtzee. The man is a god. A psychotic misanthrope of a god, but a god none the less.

IDEA!!!! Big Question:

Quick Time for casting/chaining high powered magics or anything else at all?
 

Iron Mal

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I liked some of the ideas there (such as the varied and even utility uses for magic rather than the usual zap/stun/heal routine we usually see) but my first reaction whenever I see an RPG is 'where is my fighter?'.

From what I've seen you've largely restricted us to being a magic user because it happens to be a major plot point (this dooesn't really allow much in the way of 'role playing' in all fairness).
 

Wing0fSilver

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Iron Mal said:
I liked some of the ideas there (such as the varied and even utility uses for magic rather than the usual zap/stun/heal routine we usually see) but my first reaction whenever I see an RPG is 'where is my fighter?'.

From what I've seen you've largely restricted us to being a magic user because it happens to be a major plot point (this dooesn't really allow much in the way of 'role playing' in all fairness).
How is that in all fairness? I honestly could go into a rant about how Western RPGs and their nose length sliders, their dozens of stats or skills to look after, and how people believe that that actually makes their characters different. Long story short, the more choices you have into creating your character makes them less of a character in the game world. None of the choices you make at the beginning of the game matter on the story line. With the exception that they have to generalize everything and never say your name, race, class, weapon you're using, or your carefully picked nose size out loud. In Fable, you're called out by your nickname; in Elder Scrolls, you're called out by your race (Despite how famous you get, and the fact that you saved the world). If you mean role playing as in you write down your character's background, the reason they were in jail in the first place, and why you're motivated to save the world so only you and your mom can see it then you're right, my game won't offer role playing.

But if you want a game where you have not quite as much customization, but with the option to build up your character as you please. To not carry a sword and stout shield, but to manifest a thin blade of magic with your mind and repel enemy attacks with your will. To not hide in the shadows, but wrap the shadows themselves around you. Would you give up your nose length slider to actually have a face that doesn't look like a dozen others (minus the truly horrific examples by some players)? Would you play the role of the hero, instead of vainly imagining your own? What I'm asking is, do you want to watch a story unfold, or do you want to pretend your character that you made up actually matters to anyone in the world you're playing in?
 

Iron Mal

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Wing0fSilver said:
How is that in all fairness? I honestly could go into a rant about how Western RPGs and their nose length sliders, their dozens of stats or skills to look after, and how people believe that that actually makes their characters different. Long story short, the more choices you have into creating your character makes them less of a character in the game world. None of the choices you make at the beginning of the game matter on the story line. With the exception that they have to generalize everything and never say your name, race, class, weapon you're using, or your carefully picked nose size out loud. In Fable, you're called out by your nickname; in Elder Scrolls, you're called out by your race (Despite how famous you get, and the fact that you saved the world). If you mean role playing as in you write down your character's background, the reason they were in jail in the first place, and why you're motivated to save the world so only you and your mom can see it then you're right, my game won't offer role playing.

But if you want a game where you have not quite as much customization, but with the option to build up your character as you please. To not carry a sword and stout shield, but to manifest a thin blade of magic with your mind and repel enemy attacks with your will. To not hide in the shadows, but wrap the shadows themselves around you. Would you give up your nose length slider to actually have a face that doesn't look like a dozen others (minus the truly horrific examples by some players)? Would you play the role of the hero, instead of vainly imagining your own? What I'm asking is, do you want to watch a story unfold, or do you want to pretend your character that you made up actually matters to anyone in the world you're playing in?
I never said that you should go down the 'Oblivion/Fallout 3' path of character choice (I agree with you when it results in there not being enough depth or characterisation in-game) and I never made any mention of wanting to pick how long my nose was (seeing as you'll never really get to see it in the course of the game anyway).

What I'm saying is that what you're suggesting is restricting the player to doing things your way. I'm pretty certain that small differences like how the player chooses to approach things like fights won't get in the way of things like characterisation (a small amount of flexability is essential in an RPG or you run the risk of making the character too rigid, this makes the task of getting the player to role play as them difficult since you're making them do things in a way they usually wouldn't).

By all means, have the same events and such occur to your main character (you have a story for a reason) but when it comes to the requisite combat, let me choose between pulling out a sword and summoning a bolt of lightning, don't force me to use one or the other.
 

Wing0fSilver

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Iron Mal said:
I never said that you should go down the 'Oblivion/Fallout 3' path of character choice (I agree with you when it results in there not being enough depth or characterisation in-game) and I never made any mention of wanting to pick how long my nose was (seeing as you'll never really get to see it in the course of the game anyway).

What I'm saying is that what you're suggesting is restricting the player to doing things your way. I'm pretty certain that small differences like how the player chooses to approach things like fights won't get in the way of things like characterisation (a small amount of flexability is essential in an RPG or you run the risk of making the character too rigid, this makes the task of getting the player to role play as them difficult since you're making them do things in a way they usually wouldn't).

By all means, have the same events and such occur to your main character (you have a story for a reason) but when it comes to the requisite combat, let me choose between pulling out a sword and summoning a bolt of lightning, don't force me to use one or the other.
This is becoming frustrating. Okay, let me try saying this again so everyone can understand.

You will be a sorcerer.
You will have dozens of magical effects to choose from, initially in the form of Runes, but eventually gaining the ability to use 'Natural' magic.
One of the several spells I'm adding in is the [Slash] spell.
This spell summons a sword for you to wield in its Runic form, and a huge sword for a single damaging swipe in the Natural form.
You get this rune at the beginning of the game and you can keep it on until the end.
Essentially, you can be a sword/spear/hammer wielding hero if you want to be, but your weapon will be composed of pure magical energy instead of iron.

What is the problem with that? Your character can do whatever it is your little gamer heart desires. But if you want to be a knight in shining armor, your armor will be shiny for the reason that it's composed out of the rampant running forces of magic that dwell within you.

And that's a lot cooler than iron or steel.
 

Wing0fSilver

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Oct 12, 2009
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cblrtopas said:
Cool Idea, but not very novel. The only part of your idea that is innovative is the entire combining of magic to get something different. The plot is ripped out of Fable and the 'rune based combat' is just a less exciting way to cast 'Fireball' or shoot an arrow. These are petty gripes, however, because if you can get the magic combining gimmick right, your game will be 'off the hook' ;-)

Here's a game idea that is based around your combining magick gimmick. Instead of a being some sorcerer, you are a witch. Yes, picture this, you are an old hook-nosed hag wearing a black pointy hat and you ride on a broom-stick and carry with you a black cauldron to mix your cursed brews. Instead of collecting 'runes' you collect ingredients and make magical potions and shit. This would make a much better use of the open world rather than go here and kill everything. Now, it's go here, gather some mushrooms and then kill everything lol. But think of the possibilities. You club a rodent with your walking stick, throw him in the pot along with some leaves and twigs say a few magic words and out popps a giant black rat from hell, with red glowing eyes and an appetite for your enemies. You use a couple of the roided up rats to kill a mythical dragon or whatever thereby giving you access to more powerful ingredients to use in your soup. Add a little dragon scale a little dirt and you got yourself some hommade dynamite. Throw flasks full of the fiery liquid as you circle your enemies on your new-fangled broom-stick and watch the fireworks. The witch can have a pet cat. A black cat that really does bring bad luck to whomever crosses his path 'fore you are right behind him.

I'm my own toughest critic but this idea is fucking awesome. Don't steeeeeel iiiiiit.
Uh...aren't you the guy that was dicking around making baseless and useless criticism in that other game idea thread? I didn't rip the plot out of Fable. At all. Fable is about a long awaited revenge on the man robbed you (actually now that I think about it, Fable two is the same thing, only you know who wronged you to begin with). The beginning starting with the main character mishap into an adventure happens in many games. Sure, not that original, but all games can be simplified into "There's a main guy. The main guy has to do something. He goes there and does it. He also kills/destroys whom/what ever is responsible for the bad things going on. The End." I'll give you that I'm basing a few things off of fable at the moment, as far as the combat system, but there are two justifiable reasons for that. One, same genre (Action RPG, but mine would have more exploration and puzzle solving), and two, it's a good system that works. That's like saying all buildings are the same because they all have similar foundations.
Also, you're idea is even more contrived than mine is. The fact that my spells are cast from Runes is plot based. The Runes are important. Also, from a developer's stand point, they're a way to justify having only a handful of your large repertoire available at one time. This would also simplify combat, so you don't have to go into a menu screen just to attack. You basically took my Rune idea and added an annoying extra step (gathering mushrooms? Yeah that's what I want to do before charging the enemy stronghold). You basically changed Runes into Potions, and added in Halloween esque witch stereotypes to it. And anyway, wouldn't throwing potions to cast your spells be just a...how did you put it?
cblrtopas said:
a less exciting way to cast 'Fireball'
Oh yeah.

Not to say your idea wasn't creative, but it came off as cheaply ripped off considering there's a 2 page thread with several long posts concerning a game about magic users. And also, I don't know if you're saying that your idea is superior to mine for the same genre, but if that's the case you're incorrect. It would be incredibly irritating to go squish newts with a stick for eyeballs, or go harvest some cobwebs or whatever other stereotypical potion ingredients for every fight. This would work as a platforming game, though (minus the ingredient collecting, or you could have the player create a potion one time with ingredients they create and presume that the cauldron is full enough to last the rest of the game by filling small vials of it). So your idea could definitely go places, just not in places that I'm trying to go.
But thanks anyway.
 

Wing0fSilver

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cblrtopas said:
This is going to sound mean, but I just can't understand how the whole 'rune-based' combat is going to look. You say that you 'etch' the runes onto your-self or your clothes to activate them, right? Well, how is that going to animate in real-time. Cause, I'm getting a hilarious mental picture of a dignified bearded wizard drawing on himself with a 'magic' marker while enemies die all of a sudden. I'm a jerk I know, but hear me out.
That doesn't sound mean at all, just misinformed. My original idea held that you would solely be using your magical abilities in the form of casting by tapping into these runes. Several people commented on the desire for using your runes to upgrade equipment, so I thought up the Etching system. I won't explain the whole system in this post, because if you carefully read my revised first post, or even skim over half of my other posts, you'll get a more in depth explanation. The gist of it is, there will be several places you can etch the runes (Your staff, robe, possibly your hands etc.) for you to equip them. Those etched into your robes would provide a defense from any offensive runes you etch into it (like [Fire] for example), or provide a buff of some sort (like [Speed] or [Armor] for example). In the case of buff spells, etching them would make them permanent (until you Un-Etched them of course) but would provide a somewhat lesser effect than actually casting them. Runes equipped to your staff add certain properties to the Staff's attack (which is by default basic, but can be augmented enough to match the melee capabilities of many sword bearing heroes). Lastly, Runes etched into your hands can be cast at will, with minor cooldown between casts. I'm debating whether it should just be held in the hand as stones for general use, or etched in the hand for you to cast spells with though. Having handheld Runestones would allow you to change them via the Menu screen, but etching runes requires a certain area to do it (and possibly a resource of some kind) so it's still up in the air.

You made a good point when you said,
It would be incredibly irritating to go squish newts with a stick for eyeballs, or go harvest some cobwebs or whatever other stereotypical potion ingredients for every fight.
Looking for more rats to kill cold prove to be rather more flow-breaking than I initially though. But that can be fixed with an accommodating inventory system. Gathering an herb will give you several servings of it so it will not be necessary to farm anymore for a while. And demonic rats will have a lot of hp and will be meat-shields for the witch, and if they are not killed during a fight, they pop back inside the cauldron and are reusable during the next fight. Also, from a development stand-point, the inventory system also acts like a spell moderator. You can only make potions if you have the ingredients and with limited inventory space the number of potions you can make is thus limited. This is a wonderfully intuitive way to keep the combat relatively simple and uncluttered. Whereas, you will need some kind of gimmick to keep your runes from piling up and becoming overwhelming during end-game. With the broom-stick there's a great opportunity for areal combat. Can you imagine the epic proportions of an dog-fight between a witch and some scary looking gargoyles or whatever. There's also the possibility of turning yourself into a wearwolf for a limited time and tearing up the enemy yourself if casting is not your thing, the possibilities are limitless.
Uh...like I said in my post before you're pretty much taking generic magical abilities and added "But she's a witch :D :D :D". To be honest though, I like some of the things you're doing, but I feel that most of these abilities would work better in an action adventure game, as opposed to an RPG. I'd love to see a little witch in training learn how to fly (for a short time, since she hasn't had much practice yet), summon familiars (first a rat, then a cat, then probably up to some large magical creature), and make potions (a would-be love potion that turned disastrous in the hands of a novice perhaps?). Just for kicks, you could add a karma mechanic (despite how I loathe them so) so she could be training to become a "Good Witch"(complete with golden locks of hair and fairy wings) or a bad witch (Green skinned, big nosed, and prone to getting hit with houses). I'm kind of cutesying the idea up a bit, but I'd love to see something like that.

Anyway, about the Runes piling up, I don't see that happening really. I don't know if you think the Runes are expendable, but they aren't. The Runes themselves are the spells you would have at your disposal. And while I'm planning for several (either through the evolution of commonly used Runes or through upgraded versions of beginners runes like [Fire] to [Burst] or something of that sort), I don't think it would get cluttered so to speak. If I feel that there's to many to simply list in the inventory, I'll sort them in some fashion. Perhaps by Offensive, Defensive, Boosting, Artifact Runes (The ones used primarily used in puzzle solving), and Elemental. But I'll sort that out when it comes to it.

With all that I've said in mind, I think the whole witch lore is surprisingly untapped, so there's plenty of ideas to mine. I mean how many games feature witches flying on broom-sticks, while at the same time, how many games feature sorcerers or sword wielding hero's...
I agree with the witch lore being unrepresented in the scope of fantasy games, and that there are a lot of ideas you could use (see my ideas above). And I see your point about sorcerers and sword wielding heroes, but how many games have magic wielding heroes? Often times the sorcerer is a supporting character, or even more frequently the villain! Sure, many of the sword wielding characters can use some magic, but most of the time if the warrior can use magic than anyone can. I'm trying to bring a lone sorcerer out of the back row and into the spotlight of heroism. And I plan to do so with style.
How many games have that?