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Can there be RPGs with no goal?

Started by June 29, 2006 10:42 PM
99 comments, last by Omegavolt 18 years, 6 months ago
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Original post by Anonymous Poster
Three piles of crap don't become art by mashing them together.


Thank you, you're the first person to make me laugh on gamedev :) Perhaps it wouldn't be so funny if I wasn't imagining it...

Now, as to the idea:

Yes, it's very interesting, and yes, it would be very swish, but how many people would actually want to play it like that? Who do you know that would play the game for its accurately simulated farming or smithing? Even if they wanted to, how would you program, or even design it? AI, game object structure, even the interface; There are so many complications it's mind boggling. It seems like an awful lot of extra effort for something that is pretty much there just so you can say "look at the cool things you can do in my game!". I appreciate your vision, but you should think carefully about whether you really want to spend the time required to turn it into anything more than a concept.
Why can't you just farm in an RPG setting? The farm overseer could give you tasks that you must complete in the same way that you would complete quests for the King. It does not have to be like SimFarm or anything.

Over all, I think this is a great idea, but just the thought of creating enough content for it makes me tired.
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Original post by MSW
*yawns* How about a RPG that is NOT set in the same old cliched D&D inspired worlds? Now that would be something!

Hmmm...In fact there are a couple RPG-like goal less games out there that arn't bound to the lame D&D setting. GTA is one of them.

I don't agree that GTA is even RPG-like, but I do agree that we need to stop making fantasy games. Please stop making fantasy games. Make a modern RPG, or a futuristic RPG. Let's start a thread up to generate world-environment-setting ideas so that everyone knows there is more than just trees and trolls to work with. How about a slightly pre-modern era, like the 1800s? Or even the early 1900s?

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Original post by Anonymous Poster
If I remember correctly, Kest was working on a post-apocalyptic RPG, which really piqued my interest. You might like that, unless there's not enough gangsta thugs in it for you.

How did you know it was post apocalyptic? It's actually post-post-apocalyptic, but still, good guess. My game's setting takes place after civilization fell, but also after they rebuilt it. There's a second dark age where a lot of history is lost.

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Original post by DJ14IVI3
I am currently making my first game, a prehistoric RPG called Stoned! Basicaly, you play the role of a a caveman

Now that is what I am talking about. That sounds like hella fun.
Ok. I'm still thinking and most of you are right. The scripting, AI, and graphical content would give me nose bleeds for years to come. So I'll try to flesh out the concept a little more (again, I'm not planning to implement just make a concept into a concrete concept that's actually feasible [smile]).

Oh and thank you for your comments.

I'm trying to figure out a way that say the world is moving and of course you get updates on what goes on but the meat of what goes on is in the area you're in. Hmmm... lemme see. Well (I'll have to do more thinking) in the beginning of the story (going with the original premise) you're a classless villager. At the same time, the kingdom you're is in one of these scenarios: "The war can end and people can bring about reconstruction. The negotiations could break down and the war starts again. The war could end in a stalemate and the two kingdoms could be in a Cold War." Let's say that the reconstruction is happening. Well that affects the town. Business is booming. So you find yourself something to do. Farming, selling, being a nusance. Whatever. But every thing that happens the game will mainly focus is the town because that's where you are. So let's say a couple of game days pass by and you decided that you want to join the thieves' guild in the forest. You leave. The village no longer has focus and the game is not micromanaging what happens there. It pretty much just goes into the background. It's accounted for but not so much. So now you have joined the thieves' guild and become a lieutanent. Well a year has passed in game time. In that year you have ordered two raids on the village you used to stay at. This triggers two things: the kingdom starts to notice and the village start to talk. So now when you go into town people people talk about the robbers and thieves. And when you back through the forest to your guild you run into a lot more soldiers (but not necessarily fight them).

Better or worse... or pretty much the same complication wise?

Beginner in Game Development?  Read here. And read here.

 

Quote:
Original post by Alpha_ProgDes
Ok. I'm still thinking and most of you are right. The scripting, AI, and graphical content would give me nose bleeds for years to come. So I'll try to flesh out the concept a little more (again, I'm not planning to implement just make a concept into a concrete concept that's actually feasible [smile]).

Oh and thank you for your comments.

I'm trying to figure out a way that say the world is moving and of course you get updates on what goes on but the meat of what goes on is in the area you're in. Hmmm... lemme see. Well (I'll have to do more thinking) in the beginning of the story (going with the original premise) you're a classless villager. At the same time, the kingdom you're is in one of these scenarios: "The war can end and people can bring about reconstruction. The negotiations could break down and the war starts again. The war could end in a stalemate and the two kingdoms could be in a Cold War." Let's say that the reconstruction is happening. Well that affects the town. Business is booming. So you find yourself something to do. Farming, selling, being a nusance. Whatever. But every thing that happens the game will mainly focus is the town because that's where you are. So let's say a couple of game days pass by and you decided that you want to join the thieves' guild in the forest. You leave. The village no longer has focus and the game is not micromanaging what happens there. It pretty much just goes into the background. It's accounted for but not so much. So now you have joined the thieves' guild and become a lieutanent. Well a year has passed in game time. In that year you have ordered two raids on the village you used to stay at. This triggers two things: the kingdom starts to notice and the village start to talk. So now when you go into town people people talk about the robbers and thieves. And when you back through the forest to your guild you run into a lot more soldiers (but not necessarily fight them).

Better or worse... or pretty much the same complication wise?


Lets make a version of this game in (what programming kits do you have acces to? I am an Actionscript programmer)
Quote:
Original post by headfonez
Lets make a version of this game in (what programming kits do you have acces to? I am an Actionscript programmer)

I have no idea whether you are being serious or in great need of <sarcasm /> tag.

Beginner in Game Development?  Read here. And read here.

 

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Quote:
Original post by Alpha_ProgDes
The war could end in a stalemate and the two kingdoms could be in a Cold War." Let's say that the reconstruction is happening. Well that affects the town. Business is booming. So you find yourself something to do. Farming, selling, being a nusance. Whatever. But every thing that happens the game will mainly focus is the town because that's where you are. So let's say a couple of game days pass by and you decided that you want to join the thieves' guild in the forest. You leave. The village no longer has focus and the game is not micromanaging what happens there. It pretty much just goes into the background. It's accounted for but not so much. So now you have joined the thieves' guild and become a lieutanent. Well a year has passed in game time. In that year you have ordered two raids on the village you used to stay at. This triggers two things: the kingdom starts to notice and the village start to talk. So now when you go into town people people talk about the robbers and thieves. And when you back through the forest to your guild you run into a lot more soldiers (but not necessarily fight them).

Better or worse... or pretty much the same complication wise?

I've been thinking about ways of doing types of games like the one that you described, and those bits I bolded I think are key in making the simulation achievable.

My idea involves the concept that the system should only simulate the minimum of what needs to be done in order to work. If the hero is only involved with a single village surrounded by mountains, then the rest of the world could be swirly grey fog for all the game cares. It's only when the hero climbed over those mountains to see what lies beyond the system needs to clear the fog and figure out exactly what lies over there [grin].

Now if the village sim has a relationship with the rest of the world, such as trade or diplomacy with another nation, then the system had to have a rudimentry idea of what the rest of the world is, but it probably only needs the basics.

However, this still has the problem of how to limit the content down to a manageable size. Some form of procedural generation or somehow reusing content to make the world larger than a prescripted place needs to be done, I think. Plus I think you will need to put some limit on exactly what the player can do, otherwise the scope will be too large.


Quote:
Original post by Alpha_ProgDes
Quote:
Original post by headfonez
Lets make a version of this game in (what programming kits do you have acces to? I am an Actionscript programmer)

I have no idea whether you are being serious or in great need of <sarcasm /> tag.


I'm serious if you are. Id love to jump in because i have an idea exactly the same as this (read Random Quests thread). I can program it in flash if youd seriously like to start on a prototype of some interactive sort.
Original post by Trapper Zoid
Quote:
Original post by Alpha_ProgDes
But every thing that happens the game will mainly focus is the town because that's where you are. The village no longer has focus and the game is not micromanaging what happens there. It pretty much just goes into the background. It's accounted for but not so much.
(kept what Trapper Zoid was responding to...)

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I've been thinking about ways of doing types of games like the one that you described, and those bits I bolded I think are key in making the simulation achievable.

First of all, stop STEALING! [grin]

Quote:
My idea involves the concept that the system should only simulate the minimum of what needs to be done in order to work. If the hero is only involved with a single village surrounded by mountains, then the rest of the world could be swirly grey fog for all the game cares. It's only when the hero climbed over those mountains to see what lies beyond the system needs to clear the fog and figure out exactly what lies over there [grin].

Exactly, I agree.

Quote:
Now if the village sim has a relationship with the rest of the world, such as trade or diplomacy with another nation, then the system had to have a rudimentry idea of what the rest of the world is, but it probably only needs the basics.

And this is the big WTF as far as creating such a system and then coding it.

Quote:
However, this still has the problem of how to limit the content down to a manageable size. Some form of procedural generation or somehow reusing content to make the world larger than a prescripted place needs to be done, I think. Plus I think you will need to put some limit on exactly what the player can do, otherwise the scope will be too large.

Well content was something I feel was tooo much a problem because most of what I pulled from was old Final Fantasy games, Secret of Mana and Chrono Trigger. (Notice how I could careless about what dimension the game is in)

As far as what the character can do it is an interesting challenge. Because it could be a GTA, Animal Farm, FFVII, the Sims hybrid where you can do everything and anything. But at the same time if I want to have action A have an immediate, rippling, or future on a person, event, or place, it'll take far more foresight than "EWWWWWWWWWWW, COOOOOOOOOOOOOOOOOOL!! ok now program it. thanks."

I dub such a process "Out of Scope Interaction"TM

@Headfonez: it seems interesting and appreciate the offer. but as everyone has pointed this type of grandiose idea is nowhere near the prototype stage. but thank you. [smile]

Beginner in Game Development?  Read here. And read here.

 

I bet you wont thank me when I make the game with out ya.

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