- Ownership, Siege And My lord
You know, for all the times I have played RPG'S from the day's of PnP to today's Dragon Age, there has always been something I thought missing from these games. It seems no matter what the game is about or what the trouble is in the world you are a hero, have friends and sometimes don't but it's your job to "Save the world" so to speak. We all love this concept for in the end we are the one to "Save the day" and be that epic character/person we can't be in real life.
We dive deep into the new world and explore it's lore and be immersed into the epic tale of the world. In each thou, it seems that we never are able to be "the lord" or the land owner and make real choices and see those choices have out comes. Now now! I know what you are thinking, other games gave us a city to upgrade and expand and then choices in how we deal with the final outcome. Even dragon age (our beloved series) had awakening, where we did have a semi controlling effect of a keep and choice at the end what to do. However, none give us a full feel or control or sense immersion that we could have.
I look at it this way, we have all these games attempting this aspects now more then before which is good (maybe my constant postings for these games have been heard) but in the end, none of them have really done the idea justice. Bare with me for a moment while I explain how this could be a game within a game and how this would expand your enjoyment and replay beyond just a few times!
First, let me say that I am a coder and gamer, I became a coder for my love of PC gaming was so strong I had to learn how it was done. While I only touch two gaming titles in my life of development, my true passion has always been the design of a game. Sure, why not just start a company? or hire on as a designer? Can you say everyone and their brother has that ultimate idea? If it was that easy I would have and sadly the games I was involved in where more along the strategy side, probably why I love this idea.
RPG'S are as we know a role playing game where we are immersing ourselves in this new world and become a great hero or key figure that we the players would enjoy being. For me however, I always wondered why I couldn't be the guy holding the lands and venturing forth to enhance those lands and deal with my people. A ruler? Sure or even not it all depends. For my thoughts are geared more to actually effects of my choices to the world I am in. Just like in the real world, we want homes and our own lives, to make our own choices and to buy and enjoy things that we like that we see fit to enhance our time on this earth. Why not do so in an RPG? Housing? sure, but that's just a simple collecting game then. Moving stuff around in that house? Now we are talking Sims3, not really what I have in mind. However add all that before with an actual village, keep/castle with full control along with invasions and my RPG adventure? Now where talking!
With all that in mind (as this could go on and on) here are the key points I believe would make for one hell of an RPG (well I should enhance such) along with your general RPG experience, IE combat, interactions, story.
- Own land and build upon it
- Your restrictions are your own (in other words , want to only run a village? go ahead, want to run a keep? why not? want to own a kingdom? Now we are talking!)
- Keeps, Strongholds, Castles - build one from the ground up! Maybe design them (with restrictions) and more.
- Hirelings - Not just your party or henchmen, I want guards, weapons smiths and more.
- Economics - Did you help your village or are you a tyrant?
- Invasions- A MUST! To many games bring this idea half done, Sorry Bioware Reckoning went down this path but only what I would consider a bit. We the player need to feel the sense that even thou we are not there , life goes on, with general math caculations you can have outcomes done off screen and those reminces seen when the player returns. This can be from the start of a small darkspawn groups hitting the village (then the need for a keep or walls) to full invasions. Maybe this happens then again maybe not, this brings the "unknown factor" into play. Maybe the player clears out the area around his/her village but misses the cave? Ops! That's going to cost you.. Player comes back, villagers say "they came from the west" and now we have a new adventure. Oh wait, you cleared those caves? Dam when you where gone for the month, something else moved in... maybe we need an outpost? Ouch, we are low on resources! Sure you are almost talking a strategy game within an rpg, but I think you understand this idea with Reckoning, you had it, you just needed to take it a bit further.
The list can grow, but the idea here is you have a piece of land in this world and you choose what you want to do with it. In the end the Dev team can look at it as the heroes stronghold and at the end it may have something to do with the main story line or not (thou with would make more sense) and basically this holding and what is done with it can effect the outcome of the whole game.
Now the other side of this coin (as when a Dev reads it will be) is the development it would take to do this. To be honest again referring back to the coder in me, this is an undertaking but then it all comes down to how detailed you want to get with it. For me, the most important factors would be, owning a stronghold and being able to enhance and see those enhancements, decor as you see fit and hiring guards to protect it. Those three things can be implemented in a descent amount of time. The other parts could be handed out to other departments (story boards) and more. But in the end, not only are you giving players a world they are part of , but actually have holdings they have a heavy feeling for in that world.
I think reckoning might have been that "lets see how this would work out" concept to this idea (again maybe I can pat myself on the back for bringing this up a few times) but in the end as time goes on I get a bit clearer picture on how this can all work out.
For me, this brings to me the sort of game that could have multiple outcomes depending on what I do, adds allot more depth to the game along with a deep ownership that other games have attempted but just didn't take it far enough to make happen. I always wanted that strategy and RPG mix that would make for one hell of an RPG. I thought Skyrim came close and I was really hoping they would have had something like this ,but sadly didn't. Bioware , if you want details hit me up, I might work for you
Modifié par xnode, 21 mars 2012 - 01:02 .





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