Would it be too much for the I-don't-really-like-RPGs-players?
Yes. Many, I mean many! Many people get sick of RPGs after their 3rd RPG, because of the repetitive gameplay. I don't think adding multiple lines for NPCs, thousands of interactive objects would help. Some people play for the story, others play for the battles + growth, but not many play to be in an imaginary world.
How about chopping trees/distinguishing fires?
That's absolutely cool.. for the puzzle-element. If you look at Tales of Symphonia (GC) by Tales Studios, Namco, you see that all 'funky and new' gameplay are in the dungeons. I'm not a fan of exploring a single room for multiple puzzles, and walking back to a switch when you went wrong, that's just too boring for me. But somehow, the dungeons were always designed that they looked hard, but were actually quite 'normal' and yes, funky! Most of the time, I solved them in one shot.
The feasibility of an interactive RPG.
Thanks for the feedback! :D
I guess I have left too much open in my initial description of the game. Because there have been a few misunderstandings. Hopefully this will clear things up:
Will your game be 2D or 3D?
It will be 2D, top-down view. Similar to old-school SNES RPGs. So please, no more talk of physics. Physics scare me. :(
Will you be programming this yourself?
No. This is a bit of an experiment, as Im not completely sure this will work. Im not going to take time to learn a language, then build the game from scratch, only to find out that my game sucks or is impossible to make. I will build it from scratch some day, after I figure out if it will work or not. But for now, an engine will do.
If you arent programming it, then how will you make it?
I will be using a registered version of GameMaker 6.
Why are you making this game more 'realistic'? People dont want to play something 'realistic', they want to play a game!
My intention is not to make the game 'more realistic'. Its to make it more logical. More interactive. Less restricting. And the beauty of it is, Im not forcing the player to even know the game has been built that way. For example: In any commercial RPG you might play, there might be a ship on a dock. Usually you can never board the ship. Its there for looks. For show. And even if you are allowed to get on, you probably have to pay a toll. How would you get the money? Run out into the wilderness and beat up random monsters until you earn enough?? Thats so boring to me. And thats what I want to change. In my game, you can forget paying 'tolls' to get on some prop of a graphic. You wait til night time, let the guard walk past, sneak on board and stay hidden til you reach the next port! BUUUUUUUUUUUUUTTTT! Heres the kicker! You CAN choose to just run out into the wilderness and beat the living crap out of every monster that passes you and sell the loot to pay the toll, IF THATS HOW YOU WANT TO PLAY!
Im not trying to limit a player to my way of playing. Quite the opposite. Im opening up the entire game world to the players so that they can play the game how they want to play it. My game could be played Thief-style, like in the example above. Or GTA-style, by hiring a bunch of mercs and pets to overrun the ship. Or typical RPG-style, by killing monsters and selling their loot to pay for passage. ANY WAY you want to play it, its there.
Why make every single object interactive? Im not going to chop down every tree in the game!
You probably wont, but thats not to say that someone else wouldnt want to. I want to accomodate that person as well. And no ones saying you have to chop any trees down. But you CAN, if you want to. ;)
What youre claiming to make is IMPOSSIBLE! There are way too many variables!
Probably. Understand though, Im not trying to make so that the player can do everything. For example: There is no way to slap an NPC across the face if you wanted to. I cant accomodate players acting randomly like that. So there has to be a limit on what can be done. But I can easily account for other logical ways for the player to interact with NPCs. You can attack the NPCs, steal from them, invite them to your house, take jobs from them, give them jobs to do, etc.
STILL! There are way too many options! It may start off easy enough, but eventually, you will be caught in a paradox somewhere!
Maybe. This is only something for me to experiment with. Its the game I would love to play, so I want to try to make it. If what Im trying to do is impossible, then Ill at least try to cut back on the options. And if even that doesnt work, I can at least say I tried.
I guess I have left too much open in my initial description of the game. Because there have been a few misunderstandings. Hopefully this will clear things up:
Will your game be 2D or 3D?
It will be 2D, top-down view. Similar to old-school SNES RPGs. So please, no more talk of physics. Physics scare me. :(
Will you be programming this yourself?
No. This is a bit of an experiment, as Im not completely sure this will work. Im not going to take time to learn a language, then build the game from scratch, only to find out that my game sucks or is impossible to make. I will build it from scratch some day, after I figure out if it will work or not. But for now, an engine will do.
If you arent programming it, then how will you make it?
I will be using a registered version of GameMaker 6.
Why are you making this game more 'realistic'? People dont want to play something 'realistic', they want to play a game!
My intention is not to make the game 'more realistic'. Its to make it more logical. More interactive. Less restricting. And the beauty of it is, Im not forcing the player to even know the game has been built that way. For example: In any commercial RPG you might play, there might be a ship on a dock. Usually you can never board the ship. Its there for looks. For show. And even if you are allowed to get on, you probably have to pay a toll. How would you get the money? Run out into the wilderness and beat up random monsters until you earn enough?? Thats so boring to me. And thats what I want to change. In my game, you can forget paying 'tolls' to get on some prop of a graphic. You wait til night time, let the guard walk past, sneak on board and stay hidden til you reach the next port! BUUUUUUUUUUUUUTTTT! Heres the kicker! You CAN choose to just run out into the wilderness and beat the living crap out of every monster that passes you and sell the loot to pay the toll, IF THATS HOW YOU WANT TO PLAY!
Im not trying to limit a player to my way of playing. Quite the opposite. Im opening up the entire game world to the players so that they can play the game how they want to play it. My game could be played Thief-style, like in the example above. Or GTA-style, by hiring a bunch of mercs and pets to overrun the ship. Or typical RPG-style, by killing monsters and selling their loot to pay for passage. ANY WAY you want to play it, its there.
Why make every single object interactive? Im not going to chop down every tree in the game!
You probably wont, but thats not to say that someone else wouldnt want to. I want to accomodate that person as well. And no ones saying you have to chop any trees down. But you CAN, if you want to. ;)
What youre claiming to make is IMPOSSIBLE! There are way too many variables!
Probably. Understand though, Im not trying to make so that the player can do everything. For example: There is no way to slap an NPC across the face if you wanted to. I cant accomodate players acting randomly like that. So there has to be a limit on what can be done. But I can easily account for other logical ways for the player to interact with NPCs. You can attack the NPCs, steal from them, invite them to your house, take jobs from them, give them jobs to do, etc.
STILL! There are way too many options! It may start off easy enough, but eventually, you will be caught in a paradox somewhere!
Maybe. This is only something for me to experiment with. Its the game I would love to play, so I want to try to make it. If what Im trying to do is impossible, then Ill at least try to cut back on the options. And if even that doesnt work, I can at least say I tried.
Pixel Artist - 24x32, 35x50, and isometric styles. Check my online portfolio.
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