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If you could design your own RPG.....? :)
Posted: Tue Mar 02, 2004 5:59 pm
by Minotaur
If *I* could design my own RPG...
Well, we all have different likes and dislikes but for ME:
I would like, first of all, MORE CHOICES for player races and types. It is always the same basic thing - cleric, fighter, wizard or mage, barbarian, thief and maybe an ork. Okay, so if ya play BG or IWD you get special kits, but still...How about a Minotaur player race (Personal gripe here: With the exception of orks, All other monster races come in a bad light. Why no minotaurs, or centaurs, half dragon, bugbears etc? Did someone get lazy?) or if not a 'Taur, at least SOME variation.
More NPC's and quests where they interact with each other BG2SoA has some of this and it makes the game a little better IMOHO.
Lets make monsters less one dimentional. If you are in your average dungeon, nearly EVERYTHING you meet wants to kill you, the exceptions being those that offer you quests. How about just some wandering beasts that just want to be left alone or will even help with information? It would be much more exciting if you DIDN'T know in advance that you would have to fight when you see something creepy coming at ya.
Player characters with pets or familiars that have some personality. Torment has Mort, TOEE have animal companions and familiars, and I think BG2SoA has familiars, but they are all so cardboard...
A little humor. I don't need to fall outa my chair, but a little humor in dialog would go a long way, again, this HAS been touched on.
The ability to Craft the weapons/armor/potions that YOU want. TOEE has this to a limited extent - Limited being the key word here. I have had a magic sword idea in mind for years and would love to see it implemented...
Romances. Alright, I know I am going to get in trouble for this one but...it adds to the game (and could add more if the love interest NPC to your PC REALLY REALLY REALLY Doesn't want to go in that castle and Reacts to show it.)
Option for more NPC or different types of NPC.
Better sound effects and/or voices. Expantion packs for same.
And last - a story/layout creator that works. Neverwinter Nights not withstanding, and even that one has some major pains. How about something along the lines of BG - Torment - TOEE ect that would allow for custom made castles, dungeons, swamps, etc.
What kind of game would y'all like?
Minotaur
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Posted: Tue Mar 02, 2004 6:44 pm
by fable
Um, don't we already have a thread for this just a few further down, called "What would you like to see in any new RPG's"? You can just read that for my opinion.
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Posted: Tue Mar 02, 2004 7:57 pm
by Robnark
@Fable: I'd disagree slightly. In a new RPG I'd like to see a decent plot and an original rules system. If I could design an RPG - and believe me, I'm working on it - I'd put in lots of things that I may not necessarily want to see shoehorned into the next common-or-garden D&D licence vehicle. For example, extensive weapon and armour modification abilities and some interesting races, classes, abilities and so forth - vampires, lycanthropes, changelings, mutants and other random gubbins.
Posted: Tue Mar 02, 2004 8:55 pm
by fable
Fair enough.
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Posted: Tue Mar 02, 2004 9:25 pm
by Aegis
Quit trying to moderate my forum, Fable
For me, it'd be simple. A plot worth playing through. The majority out there are cut and paste, hack and slash. Dull. I'd put something in that actually has some interest value for more than 10 seconds.
Posted: Wed Mar 03, 2004 3:56 am
by Rudar Dimble
Indeed, a storyline with various different endings (like Torment).
Many other races and classes.
More quests that can be solved just by talking your way through them.
Very different reactions from NPC's based on your charisma and if you are showing or not showing weapons, armor etc
Fights you just have to run from. Why do you always get involved in fights you can survive??? Why not accidently running into a dragon when you're lvl 1? It COULD happen
More tense music (some that really gives you the creeps when hearing it while having to concentrate on combat)
More mysteries that can't be solved. You can run into them in real life aswell (if would live in a rpg setting, that is
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)
Intrigue, dialogues and humor like in BG2, but may be even better
Well, that's about it I think. May be I come up with other points later on...
Posted: Wed Mar 03, 2004 1:09 pm
by Coot
It would be a good idea, IMHO, if game developers would listen (or listen better) to potential customers. They could do surveys on gameforums for instance, which would cost nary a cent. They could put together games based on that info.
I understand that companies need to make money, and that they are therefore playing it safe by creating so many games that are a lot alike (how many Doom-clones are there out there?). And, admittedly, a lot of these actually sell well. But wouldn't they make the same profit, or even more, if they created their games based on what we, the buyers, really want?
Posted: Wed Mar 03, 2004 8:34 pm
by Minotaur
Whoops, sorry all moddys
I didn't see any posts like this one, but sure enough now that I look there is one slightly similar.
Didn't see it the first go around so please excuse and forgive my oversite. I am NOT meaning to cause any problems here.
Minotaur - Slinking around my maze with tail tucked and a Serious case of Horn Droop.
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Posted: Wed Mar 03, 2004 9:01 pm
by Aegis
Re: Whoops, sorry all moddys
Originally posted by Minotaur
I didn't see any posts like this one, but sure enough now that I look there is one slightly similar.
Didn't see it the first go around so please excuse and forgive my oversite. I am NOT meaning to cause any problems here.
Minotaur - Slinking around my maze with tail tucked and a Serious case of Horn Droop.
Nah, you didn't do anything wrong
I'm just ragging on Fable. It's something we do from time to time
This is actually a good thread, I think, and I got no problem with it being here, provided it maintains enough distinction from the other RPG desire thread. And, if worse comes to worse, I can always just merge them together.
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Posted: Fri Mar 05, 2004 1:54 am
by Kipi
A lots of items and good dialogies.
By the way, I'm making my own RPG, so if anybody wants to suggest anything, please post here. You cans suggest anything, plot, items etc. Any help would be nice.
Posted: Fri Mar 05, 2004 2:29 am
by Rudar Dimble
I'd have to have some background information first. That would make it easier to come up with items, quests etc
Posted: Fri Mar 05, 2004 4:06 am
by Kipi
Well I haven't planned much yet, but I have think about something like tha the main character is in accused for killing the king. Of course, she/he is innocent. He/she manage to escape, and starts to solve why killed king and why he/she was accused.
That's almost everything I got on plot, if not included something small parts here and there.
Posted: Fri Mar 05, 2004 5:33 am
by Rudar Dimble
what do you want to do with it? writing a story (book) or developing a module for NWN or .....? That would be useful to know
Posted: Fri Mar 05, 2004 5:53 am
by Kipi
I didn't understand what you meaned with "module for NWN".
I am going to do a game that has good plot and much to do. For example, I was thinking non linear game where your every choice makes game totally different (starting when you create character).
I'm going to make a game where you doings are not so limited as, for example, in Icewind Dale 1 or 2. And I thought to add something very special on the game, for example totally different races (I got the idea from this forum, thanks
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). I also thought that as many NPC as possible must have larger dialogies than you see in most games (I just hate that when almost every NPC has says same thing not included some NPC who keeps game's plot going).
Posted: Fri Mar 05, 2004 6:00 am
by Rudar Dimble
module for NWN= module for Neverwinter Nights. It's a computer-rpg where you can design your own quests and let other players around the world play it.
Posted: Fri Mar 05, 2004 8:58 am
by Galuf the Dwarf
I was thinking that these things could be done.
1) Add more depth to decisions in the game such as taking certain paths (choices of dialogue, certain quests, etc.). For instance, let's say that you go into this peculiar subterrainean area with dangerous platforms that may collapse with too much weight. Some characters (the one you primarily control, and some NPCs tagging along) will be forced to travel light in order to keep themselves from falling and dying. Then, you eventually find the mother load of treasure. You and your companions decide to take certain items. There are tons of them (not uber-powerful, but quite helpful), but you have to choose carefully, which may leave one or two people in your group openly disgruntled. However, as you leave this treasure cache, you come to find out that it was a bit of a trap, and that these items were enchanted to trigger an encounter that depends upon what you're carrying. Also, one or two items are MEANT to be taken for main plot purposes and for optional areas.
2) Make for more interaction between the protagonist and NPCs, as we all agree upon.
3) Perhaps try to add some intitial personality to created (or pre-created) characters in games similar to ToEE and the Icewind Dale series? I'd wish to see them more lively and not just acting like controlled robots at your command.
4) Give more options on how to deal with villains; make them able to surrender, and possibly turn them over to authorities (not just "join us or die").
5) Give plenty of options for pieces of equipment that can make a difference. For instance, have divine spellcasters need to equip articles such as holy symbols to use certain abilities properly (for instance, to turn undead in a D&D game), and certain items that can slightly enhance the channeling of spells (a staff, wand, or whatever that magical energy could pass through like an electrical circuit). Also, maybe there could be the options to carry certain camping items (timekeeping items, campfire kits, etc.), in order to make a difference in how well your characters sleep.
That's all I can think of for now.
Posted: Fri Mar 05, 2004 9:26 am
by Kipi
Ok, thanks.
Posted: Fri Mar 05, 2004 1:41 pm
by Kipi
Thanks Galuf the Dwarf
I liked especially your first idea.
My major goal is to make a non linear game. I was thinking to start with a very simple thing: every choise you make when creating character will affect the game. For example, if you are Gnome Rogue, you will get very different role in some areas, but if you are playing Human Palladin, you will be treated as leader of army.
I was thinking that your race and class will even affect why you were arrested and accused for murder.
I know this well means a lots of working, but it could make the game more interesting.
I have one big problem in making this game. I have only an small idea about graphics. I have studied some ways to solve this, but if you have any good succestion, I would be happy to hear those. But in my opinion, good plot and freedom can make even bad looking game good.
Posted: Fri Mar 05, 2004 4:48 pm
by Robnark
regarding basic graphics, that's the problem I have implementing my increasingly grand designs - I'm not much of an artist, and they just don't teach you graphics on my IT course.
I mainly use simple icons, ASCII characters and text feedback when I'm working on my designs.
as to the race/alignment/factions/whatever and how they affect your standing with various people, I'm currently working out a way of constructing complex relationships:
basically, you have an overall alignment score - the more good you are, the higher it is - and scores for individual factions - eg. palace guard, etc.
while non-members will work off your reputation, members will work from your reputation with their organisation, but all will be modified. a guardsman who meets a new character and is unfriendly because of their poor factional reputation, however a guard recruiting officer will mainly keep an eye on your general reputation. also, a vampire may suffer bonuses in reputation with other vampires, but scare the bejesus out of everyone else, and really annoy paladins.
combine this with interfactional relationships - working for one gang may well piss off their rival - that are very simple to modify, and you've got a fairly adaptable system in exchange for a few character stats and a little code.
Posted: Sat Mar 06, 2004 8:17 am
by Kipi
I'm also making it ASCII now. It's the easiest way right now and it can be changed afterwards (although it needs lots of work).
Last evening I got a great idea. Someone said that you should be able to make your own items. Well, how about if only limits are what you are carrying? For example, if you have iron ore you can do sword which lenght is limited to how much you have ore? Small ammounts allows you to only make a dagger. You can also import some diamonds to make some anchaments, nad if you are magic-user, you can use your magic to add some specialites to item. What you can add, is limited by your magic powers.
I also was thinking to add some skills, which helps you make better items.
What do you think of this?