quote: Original post by sunandshadowWe mesh there.
Well, I like puzzle games, adventure games, RPGs, and some action games - I prefer things like mario and super metroid and golden axe to things like syphon filter or anything where you have to sneak or shoot a lot.
quote: Here''s a list of my favorite games if it helps: Vagrant Story, FF7, Sanitarium, Obsidian, Lighthouse, Myst/Riven, Jewels of the Oracle, E.V.O The Search for Eden, The Incredible Machine, and Woodruff and the Schnibble (no one''s heard of this game, but it was like the spacequests, a comedy mouse-driven adventure).We don''t here. I haven''t played any of those games (yes, I''ve never played a Final Fantasy game, and I have no intentions of starting now).
quote: I also like a bunch of sim games like Harvest Moon, the Sims, SimCity, etc. but I think those are safely outside the range of what we''re interested in here.I agree. I do like sim games, too, though.
quote: I think versimilitude, logical consistency, and ''deepness'' are all essential to a great game design; I''m less certain that we''d agree on what was pretentious, or for that matter what our ''deep'' story should be about. But I also think there''re so many possible story ideas that we could find one that we both liked if we brainstormed about it enough; our tastes seem to be similar enough. At the moment, agreeing on a genre and a few other design details seems a more pressing issue to me.Verisimilitude (aka "realism") is overrated. Vary the dimensions of things, give me ludicrous abilities (this is where fantasy worlds help). Narrative is important, and unique tales add much to the experience. The tradition of "Save the World" games and movies is tired; gimme something a bit more local. And give me flawed characters - selfish, petty, conflicted, yet somehow rising above themselves to do the right thing when it counts.
quote: I can compromise on this, but if I were going to suggest a game design just on my personal preferences I would want to make a gamepad-driven single player RPG with lots of puzzles and lots of dialogue choices.Well...
Invariably, dialog (in my experience) gets rather tedious. Since you can''t actually come up with new expressions (you simply select from the ones available), it''s all a matter of grasping what the character wants to hear and saying it. Most systems will let you say pretty much everything until you get the right one, creating attitude/response inconsistencies (I thought she was just mad at me for saying "Show us your... face!", but now she''s offering me the Divine Lamp of Warrior Guidance +6?!) If you have systems in mind that can elevate this beyond drudgery or pandering to designer''s "I''m really a writer" fantasies, then it''s a go.
I prefer gamepads myself, as I never play any frenetic games on my keyboard. Improves its lifespan.
As for puzzles, I like them if they''re smart and make sense - which is at once easier and more difficult than it sounds. Puzzles are really just obstacles or objectives, so any means of achieving them should be equally valid. ie, if I need to get a door, requiring me to battle through the Graveyard of Endless Regurgitation to retrieve some ratty old key should be just as valid as my blowing it off its hinges with my Bazooka of Righteous Purpose +15 or picking the lock. In fact, the latter two should be preferrable. Any puzzles that require tedium or backtracking as opposed to observation and reasoning (or, in a comical setting, extreme lateral thought) are evil.
quote: The game would be graphical with a 3rd-person side-on pov, either 2-d anime-style or 3-d FF-style graphics.I never preselect presentational style. I believe it should be a function of the game world, objective and desired ambience.
quote: Combat would be using (mainly) non-projectile weapons, and meter-based combat with button combos: ducking, jumping, and that sort of thing.What''s wrong with projectiles? I mean, close-quarters combat is sometimes necessitated by environment, but if the environment is such that I can take advantage of distance to smite my foe with minimal risk of retaliation, why shouldn''t I?
Heck, why should I fight. If I can set fire to fields, dig holes and cover them up with straw, avoid confrontations altogether... why shouldn''t I? Combat is really just another puzzle - another obstacle placed in the path of my achieving my goal, and consequently all strategies for dealing with it should be equally viable (albeit possessing unique consequences, such as developing a reputation for being a coward if you always run/avoid fighting).
quote: The player would have some sort of equippage/attack style customization system, and an inventory containing items they picked up which could be used later in battles or puzzles.Yes, so long as it makes sense. The standard RPG inventory (containing two spears larger than the avatar, a bunch of potions - in glass bottles, natch - and so on) is silly. At the very least, give me a backpack or a mule or a Portal Locker of Infinite Storage +50. (This is mostly a presentational concern.)
quote: I would want to use some FMV sequences to portray key points of the story, so there''s your movie-similarity for you.I prefer scripted sequences using in-game models. They''re flexible, and they don''t break the suspension of disbelief by changing detail levels (since FMVs are usually rendered high quality). FMVs using in-game models, lighting and so on are fine.
quote: Sub games are good, game+ is good, multiple endings are good.Check.
quote: So, what of that would you want to change or add to get to an acceptable starting design?In addition to the above, and as you can probably tell from my poking fun at it, RPGs have this tendency to give things the most ridiculous names - not to mention horrendous "Old English" language. I''d much rather prefer a Knight''s Tale-style anachronistic but consistent use of modern language to attempting to graft the unnecessary to create a "mood".