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Your opinions on a idea of mine
author=Desertopa
It sounds like an interesting premise that could be done well, but be careful to consider players' loss aversion. More options don't always make people happier; people don't like missing out on things, and if they're given too many viable choices (such as too many tempting options on a menu,) they actually tend to be less satisfied with their choices. Intuitively, you might expect that a person would be happier with the best choice out of 40 than the best choice out of 4, but it seems we can't help thinking in terms of getting the rewards of one selection while missing the rewards from the others, and missing 39 options feels worse than missing 3. You want to strike a balance where your players don't feel too badly torn by the options available to them, or the degree of choice will start to become a burden.
I understand what you mean. I myself for one feel that exactly, i.e. I want to try everything and see everything in a game, and I feel somehow bad when I miss something. I understand that. However, I think there is no other way but to offer many choices in this game - I wanted this game to be more ruthless in its narrative - hoping that in a way, it adds to the immersion. My idea is that the player can play the game without actually intervening in the events. You could play, for instance, as a simple sellsword - visiting villages and towns, offering your services for a humble fee. The events would still play out, and you'd be able to hear chatter about it and offer your opinion. However, if you truly wish to interfere - change the events to your, or someone else's favour, there would be consequences. As I said, there is much yet to consider, but I truly appreciate any and all comments and tips, it really makes the process a bit easier :) Thank you for your help :)
Your opinions on a idea of mine
author=unity
It's certainly a neat idea, but you have to keep in mind that for each of these branching paths, you're going to be making a ton of content that only some players are going to see. That's fine in theory, but if you have a game that spans nine years of in-world time, that's a lot of story to tell and game to make, and it becomes multiplied if you're allowing all different scenarios to play out based on choices.
I'm not trying to discourage innovation, I just know that, from personal experience, planning too big has personally backfired on me on more than one occasion. I tried to make an 80 hour game once, and after spending years and years and tons of hours, I had 40 hours of content and the story wasn't even half told. Granted, better planning could have mitigated that, but still, it's a very real problem.
Thank you for your kind words. Of course, I fully agree with you - this does seem like a true mountain of content, but that's what I was looking for. I understand that this is a great challenge, but I believe that with proper organization, planning and a bit of stubbornness, it can be done. A game like this, in my opinion, can be done in sweeps - adding a group of NPCs and interwoven events per version, until I feel the game reaches a satisfying amount of content. I hope I'll do it :)
author=Marrend
From the sound of it, both the player character(s?) and enemies would have the opportunity to take actions in response to being attacked? I'm not sure if that's been done in an RPG Maker game, but, from how you're describing it, it kinda sounds like the Front Mission series.
My original idea is that it would be one player character (but with several variations depending on class), though I shall yet see. Yes, I plan to add multiple branching and overlapping quest lines that would depend on player input, with appropriate rewards and consequences. I can't say that I've played that series, but I will check it out :)
author=Darken
I'd probably test the idea out with a much smaller game that takes place over the course of a day. A single quest taking 4-8 hours in-game time or something. But honestly depending on how much detail you want to go with even that would be a lot of work. Doing this as a prototype at a smaller scale would give you a better idea on what you're in for though.
Play Way of the Samurai if you want to see something similar done. It's a game that takes place over a 48 hour period where the game only progresses when you encounter a scenario that can branch into situations you can't double back on.
That would be a good idea, I agree. However, the game will feature many quests. Some would be simple, i.e. "fetch me this", "kill this one, clear this ruin" etc. but some would be longer, with consequences that are not readily visible. The Way of the Samurai is a nice reference, but my game would be different - this would be spanned on a period of nine years almost. My main idea is that events can occur during a certain period of time - for instance, the declaration of war between the two kingdoms, instrumental in setting the stage for the conflict, can happen between the 5th and 12th of the first month. If the player does not do something that influences this during that time, it will happen on the 12th or similar. I'll see yet.
There is much yet to see with this, but I'm pretty excited. I thank you all for your time and ideas :)
Your opinions on a idea of mine
Hello there, RPG Makers :)
I was interested in hearing your opinion on a game idea of mine. Before I begin, I'd just like to say that I was formerly a game developer, but after a disappointed project, I abandoned the hobby fully. However, I kept my ideas and transferred them to writing. As such, my main hobby became writing instead, and I found it to be as fulfilling as game design. However, I guess I missed that something - that ability to give people a chance to actually partake and fully immerse in your art (I believe games are also an art form), something they just can't if they only read something you've written.
I write about an imaginary fantasy world where many of my stories are centred in, with some of greater or lesser value to the whole history. This particular one I wanted to share and make into a game revolves around the civil war that takes place after the fall of a great empire.
Short story if you are interested - after the fall of a great empire which united the whole of civilized mankind, its' former territories slowly declare independence and become kingdoms in their own right, with their former overlords unable to stop them. By the time of the game's setting, this war has already passed - however, the kingdoms are but fledglings, still waging wars in order to secure land held by their peoples. One of such territories is the Three Stones, so named because of the geographical features present in the region. It is in-between two kingdoms that have legitimate claims on it, and the war for it is only approaching.
My main idea for the game is that it would be a "game of opportunity" i.e. the player would be given a time period (for instance, nine years - three or four years prior to the civil war, two or three years for the civil war itself, and the rest for the aftermath) in which he would play his character. Now, the main point of the game is that in doing a certain quest or partaking in an opportunity, the player would forfeit another opportunity. Every day in-game spent doing something does not stop the world's events from happening. I love games that are immersive, and such a feeling is the one I'd give to the player. The world, however, will not wait.
Whether the player will become a loyal part of either kingdom fighting for the region, become a war profiteer, ensure the creation of a new, independent country, or something entirely different - it would be up to the player. I think that would be an interesting approach - you could play the game once as a simple mercenary, selling his sword to the highest bidder, with his coffers brimming with gold, a table laden with food and bed warmed by buxom girls; play as a dedicated knight sworn into a lord's service, ready to submit the Three Stones in the name of your liege etc. etc.
As for the combat - with the game being predominantly story-driven, I cannot quite say how much I plan to invest time in it. I haven't yet seen all the battle systems that exist for VXA, but I seek to find one that is immersive, possibly one that makes use of factors such as stamina, types of attack etc.
My main idea is that combat would be consisted of combatants taking turns in determining their movements (attack, defend, parry, etc.) which would combine with the choice of the enemy to form out the result.
For instance, if the player character is a swordsman, they could choose a sort of attack such as "slash". If the enemy does not use an appropriate defense - "raise shield" or similar, the player character would successfully deliver a blow. However, all of these moves or techniques demand stamina to be done successfully. Without it, there is always a chance of bad things happening.
Does anyone know of a system with features similar to the ones I'm looking for? I'd gladly make it myself, but I'm afraid I'd be unable to script even if my life depended on it :D
There are many other things I'll probably try to add or remove, depending on the circumstance, but I'd like to see what the community thinks about all of this. Thank you for your time :)
I was interested in hearing your opinion on a game idea of mine. Before I begin, I'd just like to say that I was formerly a game developer, but after a disappointed project, I abandoned the hobby fully. However, I kept my ideas and transferred them to writing. As such, my main hobby became writing instead, and I found it to be as fulfilling as game design. However, I guess I missed that something - that ability to give people a chance to actually partake and fully immerse in your art (I believe games are also an art form), something they just can't if they only read something you've written.
I write about an imaginary fantasy world where many of my stories are centred in, with some of greater or lesser value to the whole history. This particular one I wanted to share and make into a game revolves around the civil war that takes place after the fall of a great empire.
Short story if you are interested - after the fall of a great empire which united the whole of civilized mankind, its' former territories slowly declare independence and become kingdoms in their own right, with their former overlords unable to stop them. By the time of the game's setting, this war has already passed - however, the kingdoms are but fledglings, still waging wars in order to secure land held by their peoples. One of such territories is the Three Stones, so named because of the geographical features present in the region. It is in-between two kingdoms that have legitimate claims on it, and the war for it is only approaching.
My main idea for the game is that it would be a "game of opportunity" i.e. the player would be given a time period (for instance, nine years - three or four years prior to the civil war, two or three years for the civil war itself, and the rest for the aftermath) in which he would play his character. Now, the main point of the game is that in doing a certain quest or partaking in an opportunity, the player would forfeit another opportunity. Every day in-game spent doing something does not stop the world's events from happening. I love games that are immersive, and such a feeling is the one I'd give to the player. The world, however, will not wait.
Whether the player will become a loyal part of either kingdom fighting for the region, become a war profiteer, ensure the creation of a new, independent country, or something entirely different - it would be up to the player. I think that would be an interesting approach - you could play the game once as a simple mercenary, selling his sword to the highest bidder, with his coffers brimming with gold, a table laden with food and bed warmed by buxom girls; play as a dedicated knight sworn into a lord's service, ready to submit the Three Stones in the name of your liege etc. etc.
As for the combat - with the game being predominantly story-driven, I cannot quite say how much I plan to invest time in it. I haven't yet seen all the battle systems that exist for VXA, but I seek to find one that is immersive, possibly one that makes use of factors such as stamina, types of attack etc.
My main idea is that combat would be consisted of combatants taking turns in determining their movements (attack, defend, parry, etc.) which would combine with the choice of the enemy to form out the result.
For instance, if the player character is a swordsman, they could choose a sort of attack such as "slash". If the enemy does not use an appropriate defense - "raise shield" or similar, the player character would successfully deliver a blow. However, all of these moves or techniques demand stamina to be done successfully. Without it, there is always a chance of bad things happening.
Does anyone know of a system with features similar to the ones I'm looking for? I'd gladly make it myself, but I'm afraid I'd be unable to script even if my life depended on it :D
There are many other things I'll probably try to add or remove, depending on the circumstance, but I'd like to see what the community thinks about all of this. Thank you for your time :)
Hello people!
author=unity
Welcome to RMN! :D Nice to meet you!
Likewise!
author=kentona
I'm an active member too! not very good though...
Welcome to RMN!
I'll try my best :D
author=Marrend
Welcome to RMN! Share your creativity with us!
Thank you! I will :)
Hello people!
Greetings!
I'd just like to introduce myself to everyone. I've known and checked this site out for some time now, but I never got to the part of joining it thanks to my chores n' obligations list and my impressive ability of procrastination. Hopefully, I'll be a good, active member of this wonderful community now that I got the ball rolling :)
Anyway, I've loved games of all kinds since my early childhood, and I often entertained myself by imagining similar fantasy worlds on paper. Generally, I'm a creative person - I love to write, read, play and make games (I guess many of the people here are similar), draw, play the guitar, and making video games kind of seems like the perfect field for me to practice all of this combined. And rpgmaker.net seems like the perfect site to discuss and share all of that.
As such, I wish you all many greetings and hope we will have good times together as a community. Have a nice day :)
I'd just like to introduce myself to everyone. I've known and checked this site out for some time now, but I never got to the part of joining it thanks to my chores n' obligations list and my impressive ability of procrastination. Hopefully, I'll be a good, active member of this wonderful community now that I got the ball rolling :)
Anyway, I've loved games of all kinds since my early childhood, and I often entertained myself by imagining similar fantasy worlds on paper. Generally, I'm a creative person - I love to write, read, play and make games (I guess many of the people here are similar), draw, play the guitar, and making video games kind of seems like the perfect field for me to practice all of this combined. And rpgmaker.net seems like the perfect site to discuss and share all of that.
As such, I wish you all many greetings and hope we will have good times together as a community. Have a nice day :)
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