Turning mission based gameplay into linear gameplay:
Hey For the last month we at ShoeString Games have been going over our original commercial project and came to a conclusion that where we were going, we didnt want to be. We have completly changed the idea of the game around and have come to a new point in development. Without giving away to much information that may not be set it stone at this time I will try and explain the point of my topic, starting now... How would you reccomend taking a gameplay style such as a mission based game and turn it into a linear gameplay experience. Our game takes place in a city where you can free roam between your two points of the story, it just seems like we are heading in more of a mission based style of gameplay instead of our desired idea. How would you reccomend taking the steps towards taking mission based gameplay and turing it into an RPG style gameplay? All opinions are greatly appreciated and I would love to hear what you would have to add to my current ideas. Thanks!
--brb
Maybe you could clarify what you have and what you want.
You say you want linear game play and that mission based isn't giving you that.
GTA is very linear, there are no branching plot lines with different endings, its a one way street for the main missions. However, you can roam around and do those missions anytime you please.
So here is a mission based system that is 100% linear. So I can only assume you mean you don't want the player to either roam around or be able to take side missions that don't have anything to do with the main plot.
I assume this is not what you are tlaking about, as the answer is simple. Remove free roam and any missions not dealing with the main plot.
If you are asking how to more firmly direct a player to thier next mission so the don't roam around lost, then clarify.
Do you have tons of missions but they are all avialable at the same time? Meaning the player has no idea which to do in what order?
Is there currently no order, or story progression in your missions?
I suppose what I am getting at is, having a missions system does not mean you have non-linear game play. You can have a mission system and have linear game play.
You say you want linear game play and that mission based isn't giving you that.
GTA is very linear, there are no branching plot lines with different endings, its a one way street for the main missions. However, you can roam around and do those missions anytime you please.
So here is a mission based system that is 100% linear. So I can only assume you mean you don't want the player to either roam around or be able to take side missions that don't have anything to do with the main plot.
I assume this is not what you are tlaking about, as the answer is simple. Remove free roam and any missions not dealing with the main plot.
If you are asking how to more firmly direct a player to thier next mission so the don't roam around lost, then clarify.
Do you have tons of missions but they are all avialable at the same time? Meaning the player has no idea which to do in what order?
Is there currently no order, or story progression in your missions?
I suppose what I am getting at is, having a missions system does not mean you have non-linear game play. You can have a mission system and have linear game play.
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