Interactivity in a browser based RPG
I'm working on a browser based RPG and am trying to come up with ways to increase the feel on interactivity and immersion in the world. Right now I am in the design phase of the project and am kicking around a few ideas. I'd like to have informational mouseovers for most of the objects in the world. I'm also thinking about making some of the displayed game objects animate in place. Does anyone have any additional ideas along these lines? Thank You! -Shane
Well, what immediately comes to mind for me is to be careful not to bombard the player with too much, actually. Some people are looking for different levels of immersion in a game. However, you should do your best to make the information on the world readily available AND put it in a clear area. And try your best to present the information in a manner that doesn't seem dry or too verbose.
I'm a big fan of JRPGs and I think Final Fantasy XII is a good example. They crafted a large and incredible world filled with all sorts of creatures. In addition, they provided probably the most detailed information on the world to ever exist in any Final Fantasy game by allowing you to read travelers tips, detailed bestiaries, and clan primers in your game menu. They don't force you to read it, but the information is there and it is well written, too.
So informational mouse overs can be useful, but be careful not to over use them and to present the information in a way to the player that isn't too intrusive.
Accessibility is another thing to watch out for. Since your RPG is going to be browser based, I don't think you'll have any keyboard shortcuts, but if you do, do your best to keep them to a minimum. Also, don't have too many embedded menus and/or screens to find basic options. The less the user has to search for something, the better.
Hope this helps.
I'm a big fan of JRPGs and I think Final Fantasy XII is a good example. They crafted a large and incredible world filled with all sorts of creatures. In addition, they provided probably the most detailed information on the world to ever exist in any Final Fantasy game by allowing you to read travelers tips, detailed bestiaries, and clan primers in your game menu. They don't force you to read it, but the information is there and it is well written, too.
So informational mouse overs can be useful, but be careful not to over use them and to present the information in a way to the player that isn't too intrusive.
Accessibility is another thing to watch out for. Since your RPG is going to be browser based, I don't think you'll have any keyboard shortcuts, but if you do, do your best to keep them to a minimum. Also, don't have too many embedded menus and/or screens to find basic options. The less the user has to search for something, the better.
Hope this helps.
Are you using browser-based to mean non-flash? All the most interactive browser based games I have played have been partially or completely flash.
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.
esrix: I've always been a fan of the simple interfaces as well, but sometimes I end up making it too simple. Then it becomes boring. That's where I'm trying to figure out things to add to both the interface and the game world. I'd like to reward players for searching the world and finding information, so perhaps adding some of the things you mentioned fits well with my philosophy. Maybe adding stories that would help observant players against certain enemies would work well.
Along the lines of interface, I was planning to have mouse overs on all of the objects in the world. This would include people, buildings, enemies, signs, and anything else. I'm not sure if this might be too much, or if it would add to the interactivity. If you've ever played HOMM, that's the basic look and feel I'm going for.
It is a non-flash game using just javascript and HTML. What elements of flash games that you've played have created more interactivity?<br>Thank you for your replies!<br>-Shane
Along the lines of interface, I was planning to have mouse overs on all of the objects in the world. This would include people, buildings, enemies, signs, and anything else. I'm not sure if this might be too much, or if it would add to the interactivity. If you've ever played HOMM, that's the basic look and feel I'm going for.
It is a non-flash game using just javascript and HTML. What elements of flash games that you've played have created more interactivity?<br>Thank you for your replies!<br>-Shane
In comparison to Flash, javascript uses more CPU and bandwidth; has more bugs, memory leaks, compatibility issues, and language limitations; less robust library, tutorials, source code, help, etc.
We're more than capable of cloning Final Fantasy and Might & Magic in Flash. By Flash, I mean pure ActionScript. Socket networking. Pixel manipulation. Input polling.
We're more than capable of cloning Final Fantasy and Might & Magic in Flash. By Flash, I mean pure ActionScript. Socket networking. Pixel manipulation. Input polling.
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I'm more interested in design elements than technological ones at the moment. I don't believe the technology precludes interactivity in either case.
-Shane
-Shane
Quote:
Original post by shane1985
I don't believe the technology precludes interactivity in either case.
Interactivity is the goal. Technology is the tool. It's worth using a tool that allows you to accomplish the goal decently. I wouldn't mention it if javascript was on equal footing to ActionScript, but it's not even close.
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