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So. I was thinking, "how 'bout a game with no fighting, where the game would revolve around the character moving through the story from location to location, perhaps with a more complex puzzle element. I mean, you could fight, but instead of just random people coming up and fighting with you, why not actually make people actually get angry at you for what you do in the game. I mean, you are still "playing a role", no?
I'm actually asking this because this is more of the direction that I want to go in with my game (though I will have to reconcile the whole fun in upgrading stats thing, though this could easily be achieved through actions and not through fighting, like your abilities at pickpocketing or something). Also, I'm thinking of setting the story in the current era, and perhaps making the plot a bit more personal than the "man saves world" story. Maybe just one man's search for rest in his own life, or something else where the object isn't really the fame of saving the world. Any suggestions?
atsumori "and now for something completely different. A man with a tape recorder up his nose."
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You ever play Shenmue (Dreamcast)? A brilliant game that might give you some good ideas about how to move a modern day personal story through events and character interaction.
As far as my suggestions, I love the idea of no fighting. But I think you should incorporate some form of conflict... how about battles that are social? Arguments and debates instead of fencing and fistfights. Give your player stats like Wit and Knowledge that can be advanced with experience to make him better at debating or verbal abuse or fast talking. Present social catastrophies, people out to assault the reputation of the player. Maybe have an actual Reputation attribute.
Anyway, it's an idea. Good luck with your game.
myshkyn
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sort of like myst???
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Yep. Another Discworld idea.
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Nooooo, not discworld... actually, I too have never heard of discworld, so I don't know if it compares. I've also never played Shenmue and Myst I've only played for a couple of minutes. I was thinking of mentioning myst in my origional post actually, but I declined against it because that isn't really what i'm talking about. I don't want lots of lever pulling and riddles, but more like "quests" to pursuade people to assist you. What I really want to do is try to get the player to really get into the character and understand it's motivations as well as the motivations of those around them (as opposed to the crazy evil villain). Consequently, depending on the decisions the character makes throughout the game, they'll end up on either side of some sort of major event in the story, and in every case I want the player to feel that they are right.
atsumori