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Posted: Mon Jan 15, 2001 2:29 pm
by Doltan
The question is probably too hard. But, as I've said in another thread, I'd like to see a RPG that learns from your playing style and adjusts the story and difficulty, accordingly. The side quests in BGII make it very non-linear, but the main story line is still the same no matter how you play the game. I want to see the computer game from Ender's Game (Orson Scott Card). By the way, if platform football games can "learn" from your playing style (e.g. Madden 2001), why not try to implement that for more sophisticated RPGs?

Posted: Mon Jan 15, 2001 2:36 pm
by Waverly
A totally non-linear open ended game. Basically you get online and explore a world full of NPC's and other PC's (without knowing which is which). The quests range from dungeon clearing to thought puzzles. The world is continually updated and expanded thanks to high speed connection.

Seen all you care to in a given town? journey to the new on just uploaded.

Feel more like chatting than adventuring? Head to the tavern and strike up a conversation.

Oh, and more realistic limits on magical equipment to keep it from becoming a big scavenger hunt and NO munchkins.

Posted: Mon Jan 15, 2001 2:49 pm
by Ubik
- Non-linear
- different endings, depending on alingment, RPing in the game and certain decisions
- Random NPC to join your party or talk to you.
- More options for customize your gameworld

PLUS all that implemented in a non online game!!!!

(Waverly's suggestions - well, most of them - are interesting too)

Posted: Mon Jan 15, 2001 2:49 pm
by Waverly
No reason you still can't have that, I just want to encourage people to play their characters as opposed to a bunch of Krakonscale clad, +5 katana of whoop-ass weilding munchkins dueling and PKing.

BTW do I address Kaker or Raven? Jr. member status is cheap, you can each have one Image

Ubik: just can't take my suggestions a whole can you? Image Let me guess: it was the part about making magical equipment more rare that that turned you off.

[This message has been edited by Waverly (edited 01-15-2001).]

Posted: Mon Jan 15, 2001 3:27 pm
by Ubik
@Raven: He he, don't we all?

@Waverly: Man, a man HAS to make his point Image

Posted: Tue Jan 16, 2001 10:43 am
by T'lainya
I would like to see a magic system similar to the one in Arena The Elder Scrolls. It uses magic points but you could completely customize spells;type of damage, variables,continuing damage, durations etc.It was nice to customize spells to fight certain monsters.

Posted: Tue Jan 16, 2001 11:16 am
by Black Hand
Originally posted by Kaker & Raven:
Ah... but my favorite parts of the game are killing someone just to see what kinda goodies I can get and opening locked chests to discover new treasure. I guess you just can't take that "born to shop" gene out of the female gamer...heh.
Ever tried Diablo 2?

Posted: Tue Jan 16, 2001 3:35 pm
by Top Dog
- More character development, like the old Wizardry series.
- Choice of a real turn-based combat system
- Non-linear plot
- Suspense and surprises
- Decent combats and decent challenges
- Screw "decent" - make that "genuinely tough", especially towards the end of the game.
- Something to spend all of our hard-earned and savings on. I hate to end up the richest guy in the land, but have nothing to spend it on!
- Stress game play over form. Pitch the strict adherance to AD&D rules, and modify a few things to make the game more fluid and enjoyable.
- This means no "pre-memorization" and constant resting. The possible gains this could give to spellcasters can be offset by other means that do not disrupt game play.