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What would you like to see in an action adventure game?

Started by March 19, 2009 04:28 PM
13 comments, last by Konidias 15 years, 11 months ago
What would you like to see in an action adventure game (like Zelda) that you haven't seen done yet? Different weapons? More RPG elements? (leveling up/stats/etc) Less dungeons? More dungeons? Share your thoughts. I'm working on a game that is very loosely similar to Zelda A Link To The Past and I'm interested to hear some fresh ideas and opinions on this sort of genre.
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puzzles that are more than just use item x at location y
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Less puzzles.. heh.
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Dating sim/renai content and/or sim content would be nice. Less traveling and no stupid heart pieces hidden where you would never find them without a walkthrough. Better shopping. A story not about prophecy, destiny, or evil. Fewer timing puzzles, more complex sliding puzzles. No deadly lava to fall in. Also, don't put monsters and puzzles in the same room, unless the puzzle is to kill all the monsters, or to kill all the monsters and then work the puzzle; it sucks to have monsters pecking at you while you try to figure out a puzzle.

[Edited by - sunandshadow on March 19, 2009 6:47:46 PM]

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.

More variation in quests. This is difficult, going beyond take X to Y and kill Z enemies as these are kinda the basics of the whole game mechanic. Still, more imaginative puzzles, seeming as they are what I enjoy most in the game.

As for dungeons, I don't mind more or less, but make them different. Don't do an Oblivion with generic dungeon. Make them actually interesting to explore.
-thk123botworkstudio.blogspot.com - Shamelessly advertising my new developers blog ^^
Quote:
Original post by sunandshadow
no stupid heart pieces hidden where you would never find them without a walkthrough.


I found all heart pieces in the re-release of A Link to the Past on the Game Boy Advance (I completed it 100% I think) with no walkthroughs. :D

But this probably only happened because I was lucky that I didn't miss a rare cave or something as I passed by.

To sort out the semi-critical hard-to-find item problem, maybe some sort of diviner could be implemented into the game who points out individual places on the player's world map where these semi-critical things lie if the player pays enough credits (each payment only reveals the location of one, and the prices are too high to be used in early to mid game).

Quote:
Original post by sunandshadow
No deadly lava to fall in.


I hate that too. >_>
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Typically, in Zelda, you unlock one item in the middle of a dungeon and then you can go back and access the other part of the dungeon using that item. The dungeon is a big puzzle with the item being the missing piece.

What would be interesting, I think, would be extra places in previous dungeons that you can only access with some items you gain in later dungeons or extra items (items you don't get in dungeons).
Making the order of dungeons non-linear would be nice, too.

Another thing is that there is only solution to the dungeon puzzle. It would be nice to have different ways to advance in the dungeon using different item combinations.
Quote:
Original post by GarmGarf
Quote:
Original post by sunandshadow
no stupid heart pieces hidden where you would never find them without a walkthrough.


I found all heart pieces in the re-release of A Link to the Past on the Game Boy Advance (I completed it 100% I think) with no walkthroughs. :D

But this probably only happened because I was lucky that I didn't miss a rare cave or something as I passed by.

To sort out the semi-critical hard-to-find item problem, maybe some sort of diviner could be implemented into the game who points out individual places on the player's world map where these semi-critical things lie if the player pays enough credits (each payment only reveals the location of one, and the prices are too high to be used in early to mid game).


Instead of payment for hints I would prefer a more linear world instead of one with big areas to roam around, and for each area a checklist that tells you % of the area discovered and % of treasure obtained, like in Vagrant Story. (In that game going back to earlier areas was easy once you had the teleportation spell, somewhat like warping in Twilight Princess.

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.

I like finding stuff though. Finding things like gargoyles was one of my favourite parts of Fable 2. Having said that, it probably needs to be made more logical when it came to finding them. For example, in Fable 2, the gargoyles shouted at you, which gave you a clue you were near.
-thk123botworkstudio.blogspot.com - Shamelessly advertising my new developers blog ^^
I like finding things, but I hate feeling like I might have missed finding things. That's why I think a checklist "there are X things to find in this area" is best because you know whether you should look but you still have the pleasure of finding it yourself. And if you search the area and don't find it, then you check the walkthrough.

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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