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If Bioware makes a new intellectual property, what type of game would you like it to be?


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#51
marbatico

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LostInSanity wrote...

marbatico wrote...

the only game i have played in wich time traveling was implemented in a nice way was the PoP trilogy

I agee. The end to the third part was epic! Of course you need to play all three (well, maybe just the first one) to really appreciate it.


no, you need to play the second one as well, else you have no idea who the sand spirit at the end is.

#52
lord vaalic

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A shadowrun type game, but more like forgotten realms 10,000 after the medival setting, not just modern day with magic coming back. A subtle difference, but an important one I think

#53
mrofni

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I want a game where you're a Mongol, during the period where Genghis Khan was rising to power within his own people. That tribal setting would be very interesting to see play out.

#54
Blind Bard

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Hmmm, nice thread and some nice answers. I think I'll agree with Seagloom, as a first choice: a dark modern setting similar to the World of Darkness, from VtM. If anything, I'd love to see such a game properly made, even more so if it bore the Masquerade name and concept.



A more historic game, set on the real world, perhaps with a touch of magic, would also be fun to play. Be it during Medieval Times with the Inquisition, witches, Templars etc. or during the 1800s-early 1900s, I think it would be interesting to see how Bioware would approach the real world with a fantasy mind.



Finally, a fun game would be in a setting like that of the table-top RPG "Deadlands", if you know it: Steampunk with cowboys and, while this may sound lame, it actually has a very interesting concept. Not sure how good it would work on a PC game, however.



Come to think of it, my DM and myself are working on a very interesting setting at the moment. It's kinda like "post-nuclear", but with the destruction having been caused by magic in a "classic" fantasy setting. Something like that could prove very interesting for a PC game.

#55
Loerwyn

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lord vaalic wrote...

A shadowrun type game, but more like forgotten realms 10,000 after the medival setting, not just modern day with magic coming back. A subtle difference, but an important one I think


A bit like Eberron, then?

#56
Busomjack

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Only problem with making a game in the World Of Darkness setting is that the World of Darkness setting that Bloodlines is based on is now defunct and the new "World Of Darkness" setting completely sucks in comparison.

#57
FutureBoy81

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Bioware Re-make DreamWeb .........

#58
FutureBoy81

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dreamweb

#59
DashRunner92

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I would like to see them take on a kind of modern-day urban RPG. Maybe as a bad-ass detective or something.

#60
Blind Bard

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Busomjack wrote...

Only problem with making a game in the World Of Darkness setting is that the World of Darkness setting that Bloodlines is based on is now defunct and the new "World Of Darkness" setting completely sucks in comparison.



You're referring to the "Requiem" setting, right? If so, I agree, the old concept with the Camarilla and the Sabbat, the Jyhad and Gehenna was much, much better and the clans were better thought of and structured. The new setting is kind of, well, Vanilla. :)

#61
CarlSpackler

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Someone a while back, in a different thread mentioned a prohibition era setting. (Don't remember who the poster was.) Anyways, I think this could be a spectacular setting for an RPG. Although it appears Rockstar will be doing something similar with its LA Noire, I would love to see for example a Chinatown style rpg. Set in the 30s in Los Angeles. Playing a PI, plenty of great locations for atmosphere, soundtracks, etc. Plenty of inspiration for LIs as well for the romance crowd. I think a prohibition era LA, or Chicago has probably moved to the top of my list for desired RPG settings.

#62
Sand King

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Samurai would be good. Taking place around the 16th century.

#63
Busomjack

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Blind Bard wrote...

Busomjack wrote...

Only problem with making a game in the World Of Darkness setting is that the World of Darkness setting that Bloodlines is based on is now defunct and the new "World Of Darkness" setting completely sucks in comparison.



You're referring to the "Requiem" setting, right? If so, I agree, the old concept with the Camarilla and the Sabbat, the Jyhad and Gehenna was much, much better and the clans were better thought of and structured. The new setting is kind of, well, Vanilla. :)


Yeah, that is what I was talking about.  I don't know what in the Hell White Wolf was thinking when they decided to take the wonderful, rich, deep universe of the Old World of Darkness and just flush it down the toilet.  Was that really necessary?  

#64
Seagloom

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It was necessary for them to sell more books. It's the same reason WotC keeps reinventing D&D every few years. Eventually they cover every area of a setting possible. The only aspects left are those they believe will not sell books. At that point it comes time to reinvent the game. In the case of White Wolf, they probably thought the only way to truly start fresh was losing every previous edition's baggage. This will inevitably occur again. It is what happens when one takes a modular, storytelling based game and needs to turn a profit.

#65
nikki191

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lord vaalic wrote...

A shadowrun type game, but more like forgotten realms 10,000 after the medival setting, not just modern day with magic coming back. A subtle difference, but an important one I think


just give me shadowrun.. just that would be fine

#66
Godak

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I would actually like BioWare to try their hand at an open world/open ended game. I'm just curious as to how it would turn out.

#67
Blind Bard

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Seagloom wrote...

It was necessary for them to sell more books. It's the same reason WotC keeps reinventing D&D every few years. Eventually they cover every area of a setting possible. The only aspects left are those they believe will not sell books. At that point it comes time to reinvent the game. In the case of White Wolf, they probably thought the only way to truly start fresh was losing every previous edition's baggage. This will inevitably occur again. It is what happens when one takes a modular, storytelling based game and needs to turn a profit.


True but there's a difference. While WotC changed the whole rule-set, White Wolf didn't really go there, probably because the system was fine as it was. They just changed the setting completely. In D&D, the settings (well, at least Forgotten Realms and Dragonlance, that's the ones I've read about) evolved, made new history. With Vampire, there was no evolution of the world or anything of the like. They just reset the whole thing which wouldn't be bad if at least they had done a better job with it.

If I remember correctly, the World of Darkness cannon story said that Ravnos (THE Ravnos) woke up at some point and brought mayhem. They could have just gone from there, I think. Release a Vampire: Gehenna version, where the, or some of the, Antediluvians wake up, make a new system with minor changes, especially on blood powers, as they would be most affected by the awakened ancients, and continue the story. Have Camarilla be destroyed, for instance, or the Sabbat (yes, the Sabbat, those monstrous, caniving....ahem), have a story about a couple of new clans and perhaps destroy a couple of the existing ones (the Ravnos were a good start >.<)... I don't think it was hard to go that way.

But anyway, it's a shame but what's done is done. I just wish we could see a properly made movie about the Masquerade or, even better, a series, instead of True Blood.


P.S.: The more I think about it, the more I find this a better idea for table top "new editions". Instead of completely discarding all the previous editions and books, they should just evolve the world(s) involved and introduce new rules to follow those changes. Sooner or later, for instance, the gunpowder would/should become more common in the Forgotten Realms and those gnomish inventions (well, those that work) would be used more frequently. Pehaps tamper with magic a bit, like with the Spellplague on the Forgotten Realms. Make new classes and/or advance the old ones to that concept, create additional rules for the new "technology" and you have an edition; then, recommend that before playing this "edition", or whatever they want to call it, the new player should play through the old one. I'm no business manager but I think they would still make good money like that.

Modifié par Blind Bard, 11 mai 2010 - 08:00 .


#68
Seagloom

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I disagree strongly with the idea that Forgotten Realms made new history. You are technically correct, but in my opinion change has to be a logical extension of the past for me to accept it. Some of the things you mentioned, such as the spreading of smoke powder would have happened according to Ed Greenwood. He once posted about having envisioned FR fairly far into the future and a described a place where gods had far less influence and were lesser known, and tech was slowly gaining influence. That is an entirely unrelated subject however, so I'll move on. It's just one of those subjects that crawls under my skin.



I was also thinking of White Wolf when I wrote that post, but zeroed in on D&D because that's my pet peeve. The thing about games such as VtM and Mage is that they are largely story driven settings. There are rules to govern scenarios in those worlds, but the majority of published material elaborates on lore rather than mechanics. Essentially, White Wolf ran into the exact same problem in story that WotC did with gameplay. There was nothing worthwhile left to cover. They already printed a clanbook for every group that was worth devoting a tome to. They covered subjects both common and esoteric over editions. Many aspects of WoD were left vague but many were also spelled out for the storyteller.



The easiest course of action was starting over to fill in some of those same blanks a second time; which is exactly what they are doing in NWoD. Most of their books are still focused on lore, not mechanics. I'm sure it is possible to take all of WoD's history and build on it, but for whatever reasons White Wolf decided not to. My assumption is they wanted a fresh start to draw in new players that would otherwise be scared off by the accumulated lore of OWoD. Also, that changing the setting was likely pointless unless it was substantially altered.



Look at the VtM books. They jump around ages of Kindred history. Few, if any review the minutia of yearly events unless a string of important occurrences took place. If White Wolf wanted to advance history, they would need to do a time jump like WotC did with Forgotten Realms or incrementally advance time, which likely meant not enough change would occur to justify printing piles of new books. Not unless something cataclysmic occurred during that period; in which case White Wolf would likely still receive complaints over their design decisions.



Bottom line: it was easier for them to sod old ground anew than continue expanding their field. Those are my two cents anyway.

#69
Godak

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*Walks in*

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#70
Lucy Glitter

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Steam punk. With hot romanceables. Yeah. I'd be in heaven.

#71
Godak

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Lucy_Glitter wrote...

Steam punk. With hot romanceables. Yeah. I'd be in heaven.


He-ey! Don't you think it's time that the uglies get some representation?! Image IPB

#72
Loerwyn

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Godak wrote...

Lucy_Glitter wrote...

Steam punk. With hot romanceables. Yeah. I'd be in heaven.


He-ey! Don't you think it's time that the uglies get some representation?! Image IPB

Juhani?
Morrigan?
Default Leliana? (Sorry, but she's not pretty)
Thane?
Miranda?
SuZe?
We could be here all day.

#73
AntiChri5

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Jack is hot dammit.

#74
LyudmilaKatzen

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OMG Bioware making a WoD game would be insanely amazing. Bioware making an urban fantasy or steampunk game would also be amazing. I'm kind of over steampunk so I'd prefer the WoD/urban fantasy setting myself. Given how much time I have sunk and continue to sink into DA without being a big fantasy buff, a Bioware DA-style RPG in a modern setting would eat my life for reals. And I'd love every minute of it.

#75
Seagloom

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@OnlyShallow - Sorry, but I thought SuZe and default Leliana were fine. Ditto with Miranda. Looks was about all I liked about that character, in fact. I'm not sure BioWare has done any truly ugly characters either. Ugly as in, you find them unattractive at a glance. Juhani and Thane are not traditional examples of beauty, for example, but I found them nice enough. I think there is a difference between ugly and nontraditional beauty.



And Godak, don't make me rope you back in here. :P