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Developing an RPG - opinions needed

Started by March 18, 2008 11:10 PM
26 comments, last by wirya 16 years, 10 months ago
Once again, thanks for the replies, guys =)

@sunandshadow :
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A rigid class system is anathema to roleplay no matter how many class choices you give the player.

I don't get your point. Why is a rigid class system an anathema to roleplay? I don't think a rigid/fixed role/class system would bring any problem. The problem won't rise from the rigidness of the roles, but rather from the unclearness of it. And in this project of mine, I try hard to make the roles as well-defined as possible.

Of course I agree that a more flexible class/role system will be in many ways better than the rigid one, but saying that the rigid system is an anathema to roleplay is quite an overkill, IMO ^^

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A much better idea would be to have no classes, but instead award the player class labels based on how they build their character (either by which abilities they choose/purchase from the master list to build their character, or even better by what abilities they use most in the game (crafting, stealth, shapeshifting, damage blacking, raw firepower, long range, stunning/paralyzing opponents, maybe even building trap...), and give them bonuses which suit their build, quest rewards or unlocking new abilities (as well as customizing appearance lol). Make it free and easy for the player to rebuild their character at any time, or make a max level character able to afford/have all abilities.

Well I think your idea is much closer to "Character Building Game", instead of "Role Playing Game". Providing the player with flexible ways to modify/build his/her character doesn't guarantee him/her to get a good role-playing experience. So in an RPG, it's the role-playing session that matters, not the character building session. And to get a good role-playing session, the "borders" between the classes/roles have to be clear. And the flexibility of the classes/roles doesn't contribute anything to the clearness of the "borders".

Let's consider this example. Suppose there's a boy who wants to be a game programmer. In other words, he wants to role-play as a game programmer. In real life, before he can role-play as a programmer, of course he has to take the sufficient education/schooling first, in order to "build his character". Now, yes the boy has to do "character building", BUT when he's doing it he's not role-playing as a game programmer yet. His role-playing session starts after he finishes his schooling, after he finishes the "character building". So what I'm saying here is the "character building" and the "role-playing" have their own separate sessions. You don't suppose that when I'm in the middle of choosing my character's class and race and such I'm already "role-playing", do you? Just how am I going to role-play when the "role" itself isn't even defined yet?



@Krohm :
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I don't think you can do that in a PC-RPG. A human brain is required to process this kind of complexity.

Err, why is that?

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I don't know why but I find this interesting. Like an evolved MUD. Sounds nice.

Glad you find it interesting, I hope many other people will too ^^


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Uhm, this sounds like lot of work. Implementing this isn't going to be easy, the mechanics are way complex and unless you script everything (implying there would be only pre-defined scenarios) this feature alone would be overkill.

Well until now I don't find it to be that hard to implement. Basically, what I have to do is developing a nice information processing and distribution system. So, for example, suppose that John Doe the Warrior has these informations :
1. Billy is a Healer.
2. Billy lives in New York.
3. A Healer can help recovering Health.
4. When Health is only 10% of Max Health or less, go seek help to recover it.

So, when John Doe finds his Health to be less than 10% of his Max Health, he will check the informations he has to know what he must do, which will lead him to seek Billy in New York. And how would people know that Billy is a Healer? Simple, Billy can just use his TALK action to spread the "Billy is a Healer" information. Or he can use his WRITE action to put the information in some READING-type objects (books, pamphlets, etc), and then spread the objects around so people can use their READ action to get the information. Or some other means.

And that's that, since in my game "informations" will be similar to spells and items (meaning that it can be gathered and lost/given easily), we'll get a real-time information distribution system that supports the role-playing process nicely.

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I understand this is a "design" forum but when you write your ideas, do you take in consideration the work required to implement them in a way emergent complexity is considered "interesting"? It's part of the design as well. Putting togheter all your ideas isn't trivial.

Well yes, I take it into consideration, I really do. FYI, I'm trying to run a low-cost style of game development. Low cost (in this project I even make EVERYTHING myself), fast development time, but fresh/original concept.



@HolyGrail :
My game will not have any animations. If what I'm developing is a Final Fantasy-like one, no doubt there will be horrible slowdowns when 100+ characters act at the same time ^^

And the gameplay is actually simple. The features may be many, but they're not complex (take the action system for example, how would it be complex if ALL the actions will be treated the same no matter what). The only thing that's complex is the concepting process of the gameplay (since I need to find a nice yet simple way to model reality). The implementation of the concept itself isn't going to be complex.




@Kest :
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Code optimization will only help a very little. Most of the dramatic improvements of video game performance is in finding clever ways of reducing the workload. Not code-wise, but logic-wise. For example, a grid that allows objects to only perform expensive AI tests on enemies that are very close will yield huge improvements when there are many enemies, where optimizing the AI tests themselves will barely be noticable.

Yes, that's what I'm trying to do, reducing the workload. I'm thinking about fully processing all characters and creatures in the game, but that if I can find a fast algorithm for it. If I can't find it, then maybe only the characters and creatures in the active room that will be fully processed. All others will be processed but not individually, or individually but in a simpler way (the characters and creatures won't be as smart as they should be).

No masher just Master!
is this game fun? it doesnt sound fun.
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@RivieraKid :
Well, imagine Morrowind but with real-time dialog system, real-time inventory system, and fully active NPCs.
No masher just Master!
About classes, role playing, and character building:

We were just discussing this issue a bit in this thread actually: Does roleplaying require that the player be able to create and/or customize the character? While I believe that one _can_ roleplay a pre-created character, I agreed with the other poster there that doing so is the most limited form of roleplaying.

In your specific case you are not even talking about a pre-created, well fleshed out character with a name and a race and a personal history, you're talking about a class. So the reason I say rigid classes are anathema to roleplay is that a _class_ is not a _role_ because classes are impersonal. There is little mental or emotional involvement in being someone who's just part of a group, especially in the typical mmo where there is no real storyline, much less an interactive one, and no relationship building with npcs beyond quests and faction rep grinding.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

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Original post by wirya
1. 25 roles/classes which work together building a society.

Flowchart it. I hope you'll tie this into the social stratification system described below.

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3. More than 100 characters, each with it’s own unique background and characteristic.

Character development? Narrative? Nonlinearity in character interaction?

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7. More than 30 clans and 10 factions, each with it’s own characteristic and relation to each others.

Flowchart it.

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8. A real-time socialization system which is based on information distribution.

If you dig out things like Shannon Entropy and Mutual Information to describe the dynamics, I'll be more than impressed. Still, flowchart it to get a very clear idea of where everything is going. And don't overlook the fact that socialization implies economy and some level of stratification.

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Firstly, I need your opinions/thoughts on these matters/questions :
1. Judging from the features described before, can the game draw your interest, and how interested will you be?

All depends upon implementation and breadth, amigo.

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2. If you're interested, which features interest you the most?

If you pull off socialization and information dynamics modelled on actual academic research, I'll be more than impressed.

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3. If the game includes minimal "eye-candy" (to the point that it looks almost like a regular application instead of a game application), will the game still interest you?

It depends on how compelling it is. FreeCol looks like crap and can keep me in front of the monitor for hours.

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4. If so, how much the suitable price for it would be?

Depends on the final product, really. Keep in mind that Dwarf Fortress is one of the most expansive and detailed city-builders around and its absolutely free.
1. It's an RPG so I'm interested by default. Based on your replies it seems I've had some of these ideas myself even. If it gets anywhere you could have a really cool title on your hands.
2. "NPCs which all have full role in the game, just like the PC" -- Dynamic conflict of goals (NPC vs NPC; PC vs NPC) or Dynamic Goal Assistance (NPC and NPC/PC have similar goal and help each other [possibly by using this socialization through information]). Wicked.
3. No. Gone are the days where MUDs can satisfy me. You can try but I'd suggest some sort of graphical interface resembling a game.
4. I'm a poor college student -- I don't think I can accurately judge how much I'm willing to spend. Chances are no matter what the price, I still have to choose between a new game or tonight's dinner.
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@sunandshadow :
Umm, well, I still think that your opinion is an overkill. Class system is impersonal, that's kind of true, but I think role-playing activity itself doesn't have to be personal. Imagine I role-play as a lifeless and impersonal robot, is that possible/doable? Of course it is, a robot has a role in it's society, after all, eventhough it isn't personal (there could be dozens of robots that are identical with the one I role-play as). Any kind of robots will have it's own set of actions it can perform which suits itself. A set of actions which in some ways will be useful in it's society.


@QuantumDynamics :
I'll try to give more detailed explanations of the features ^^


@PSWind :
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1. It's an RPG so I'm interested by default. Based on your replies it seems I've had some of these ideas myself even. If it gets anywhere you could have a really cool title on your hands.

I myself started the project with that question in my mind : "as a RPG player, what exactly are the aspects of a RPG that I really crave for?", I hope this game will really satisfy fellow RPG players ^^

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2. "NPCs which all have full role in the game, just like the PC" -- Dynamic conflict of goals (NPC vs NPC; PC vs NPC) or Dynamic Goal Assistance (NPC and NPC/PC have similar goal and help each other [possibly by using this socialization through information]). Wicked.

Yeah, exactly, it'll be dynamic. You'll experience something that's like exploring the city of Vivec in Morrowind (sorry I haven't played Oblivion) and seeing a woman screaming "THIEEFF!!!" which make the guards and the people around to start chasing the thief (in Morrowind you can already see something like that, but only if you're the thief). And it's not scripted at all. How wicked is that? ^_^

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3. No. Gone are the days where MUDs can satisfy me. You can try but I'd suggest some sort of graphical interface resembling a game.

There'll be a graphical interface with 2D pictures of the game objects (characters, creatures, etc), but there'll be no animations.

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4. I'm a poor college student -- I don't think I can accurately judge how much I'm willing to spend. Chances are no matter what the price, I still have to choose between a new game or tonight's dinner.

Oh man... you want it free, then? =|
No masher just Master!
I have to thank sunandshadow for his opinion on flexible character-building system. It opened my eyes about the class system in this game of mine. I just realized that in my game, classes are just inherent attributes and not much more. So I better erase it completely. There will be classes in my game, but it, like sunandshadow's suggestion, will be labels that can be changed dynamically using the information system. So for example, if the player wants the people around to know him/her as a warrior, then he/she has to spread the "I'm a warrior" information around.

No masher just Master!

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