Strategy + RPG ?
I''m not talking about the old adding stats to units and allowing them to evolve. This is more of the reverse of Wavinator''s idea of a strategic RPG.
What about a TBS/RTS where beside the human player(s) there would be more computer driven players (they control many units) and computer driven NPCs (just 1 autonomous unit) as well. Between these players and NPCs relationships could be defined. (Kill the Monk and raid his Temple for money, but get a dozen enemies as a result.) Talk to the Monk, solve his quest and get his blessing and win allies. Attack and destroy a computer player and then threaten the others into submission. Attack and defeat a CPs army and make peace with him in exchange for a tribute. Destroy a CP allied to another PC, to weaken the loyalty of the rest of his allies.
All the NPCs and CPs can have different personalities - some will hold the grudge of an insult to the end, some will be more submissive, etc.
Of course, the total brute force any player directly controls would be extremely limited - crushing all resistance would not be an option. The added force of a player and his allies can grow a lot though.
Sounds interesting, but the problem with the game is that RTS games are really fast-paced. In about 15 minutes of an RTS you cover about 15days in the game world. In the time it would take you to complete the Monk''s quest, someone else would have already conquered the Monk''s temple and his 3 closest buddies'' too.
It would sound great, so long as it wasn''t multi-player, primarily because of the differing time scales between the RPG and RTS portions, unless you make the RTS part really slow, then you''re boring people.
It would sound great, so long as it wasn''t multi-player, primarily because of the differing time scales between the RPG and RTS portions, unless you make the RTS part really slow, then you''re boring people.
I''ve been doing other projects that wouldn''t require it, but
for the interactions you''re describing Diodor, I think the
Brainiac Behaviour Engine from
http://www.twilightminds.com/
would be perfect for the job. I have a game similar to the
one you describe that''s in the design stage. Also, the RPG
portion of mine is more closely related to a traditional RPG
rather than only being the commander of a force and using
that force.
Since I''m the only one actually working on it I have found a
solution to the lack of manpower.
I plan on using the Brainiac Behaviour Engine with the
techniques presented in Infinite Game Universe book. This way,
I might decide to make it so no two games are ever the same.
Create.
for the interactions you''re describing Diodor, I think the
Brainiac Behaviour Engine from
http://www.twilightminds.com/
would be perfect for the job. I have a game similar to the
one you describe that''s in the design stage. Also, the RPG
portion of mine is more closely related to a traditional RPG
rather than only being the commander of a force and using
that force.
Since I''m the only one actually working on it I have found a
solution to the lack of manpower.
I plan on using the Brainiac Behaviour Engine with the
techniques presented in Infinite Game Universe book. This way,
I might decide to make it so no two games are ever the same.
Create.
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