Aller au contenu

Suggestion: Mount and Blad-esque map. A new way at looking at world maps and the RP within them..


  • Veuillez vous connecter pour répondre
Aucune réponse à ce sujet

#1
Guest_simfamUP_*

Guest_simfamUP_*
  • Guests
I made a similar topic using FF as an example. But the very mention of a JRPG turns the topic upside down into a werid anamie/hentai bollocks discussion.

So I'll use a generally popular game: Mount and Blade.

As you might be aware of, Mount and Blade's map allows you to travel "everywhere" in the same sense of how you can travel "everywhere" in the Normandy in ME2/3. But still, theres a great sense of exploration, and every town you go to is explorable.

But that's an indie game with the main focus based on those elements. DA3 will be an RPG, but why this kind of map?

Freedom:

The freedom to explore in these types of maps grants you access to certain character decisions. If you're character is reckless you can take the more dangerous routes, if you're character is cautious, you'll take the safer routes at the expense of time.

This type of freedom also allows you to go back to certain, but this time is an integral part of the gameplay. Simply waiting for blood to cross the screen or waiting for a loading screen to pop up is quite annoying, atleast we can interact with the character whilst doing it.

Transportation:

Previously we've had wants for horses. Now DA's gameplay is not designed for horses, but with this map it can. Buying horses for each party member can have effects on the speed of your party, it can also change some effects on the map.

Buying horses means quicker transportation but a lot more dangerous and the party inventory is just increased slightly.

Buying wagons means going slower, but it's safer and the party inventory is a lot higher.

Travelling with caravans means going ALOT slower, but MUCH safer and increasing the party inventory buy tons. And at the end, you get paid.

Alternatives can be going on ships. The size of the ship is a lot like the travelling through land system where it's safer/quicker to travel.

So how to make this thing really work?


Add time limits to quests, like Fallout, it makes things alot more intense and drives the player forward to do certain tasks and leave others behind. So you'll have to make touch decisions. Maybe abandoning a village to raiders whilst heading to another place because it's more important to the bigger picture.

Day and Night cycles should also be implemented. Travelling at night should be a lot more dangerous than day and you should go alot more slower. It makes these decisions important.

Reality?


The map is huge, from what we've seen. But huge in the sense like Mass Effect's galaxy is huge. I'm betting people will be using this 'big map' against DA3 in the future without realising that they were the idiots who believed that they were making the next Daggerfall.

BioWare are not going to have time to do this. I don't expect them to do this. The features won't be simple enough for the wider audience and as I've said: time. If they focus on this, they might not focus on something else...

Plus this thread won't live long enough to hold any weight :D

Modifié par simfamSP, 19 août 2012 - 06:44 .