quote: Original post by Ketchaval
I can''t really comment on the Sims in Space idea, not having played The Sims, although it doesn''t strike me as a good idea to combine it with your space-exploration rpg game. Too complex, and doesn''t really sound like it gels with the "You the player, and you alone are the master of your destiny vibe". As a stand alone product it could be fun for a while. Wouldn''t appeal to the same people who bought the Sims though?
Thanks Ketchaval. I''m so used to people disagreeing with my ideas that I was starting to get nervous.
I''m wondering how much the line between sim and RPG can be blurred. Can management of your crew blend with missions, as girl in the box was suggesting? In many cases, as she said you''d be taking your "house" (ship) with you on the mission.
What do you think of this senario (borrowed from an old TNG episode): While cruising the cosmos you find a stellar fragment that''s about to sweep thru a solar system. It will destroy the system. You discover a single, genetically perfect colony, established centuries ago and forgotten.
Your mission is to try and save them. Everything that follows involves your "Sims" interacting with the colonists, and your management and mission choices. Maybe you send Deanna Troi to get a sense of the colony''s leadership and way of thinking because she''s an empath. Maybe you send Geordi LaForge to interact with the colony''s scientists, to see if there''s a scientific solution.
As Picard, you''d make command decisions about who to risk where. Rather than just combat problems, you''d have social and scientific problems as well. Interactions could produce drama (Deanna falls for the colony leader, LaForge doesn''t get along with the science staff because he''s blind and they''re biologically perfect) which complicate the problem solving. So a lot of the game would be preparing yourself (right equipment, right gadgets, right crew) and then using what you''ve got to solve the problems.
I agree w/ you that this is risky, btw. In an RPG if you have a party normally they''re really all mindless extensions of you. But think what rich gameplay could come from group dynamics!
Look at Star Wars, or Aliens, or Babylon 5, and how interesting it was to see the characters in conflict and change. If you include some of the "darker" sides of human interaction (jealousy, revenge, duplicity, murder), and you''re in control as leader, then maybe this would be an acceptable blend?
--------------------
Just waiting for the mothership...