Allan Schumacher wrote...
Fast Jimmy wrote...
I would actually love an RPG set during World War 3, or during a war that will wipe out civilization. You aren't there to stop it, you'd just be there to survive and possibly carve out a little slice of civilization in the immediate post-Apocalyptic after math. I can see a game like that being kind of cool.
Are you basically thinking "The bombs drop, explosions go off, and game starts?"
At first I was thinking this sounded a bit like Fallout, although Fallout takes places years after the bombs have dropped (and has a decidedly dark humor perspective to it as well)
Fallout more or less takes place after everything stabilizes (in a really ****ting setting, mostly), whereas a during-apocolypse RPG could be really, really dark in watching as it all descends to Fallout levels. I could certainly see an RPG... but I think the setting would be a bit too dark for me to enjoy, and that's saying something.
Personally, what would be more interesting to me would be an RPG in which society has been re-established, but in which societal collapse is something the older generation remembers clearly and the trauma of which still drives the plot now. Think, oh, a global rearranging of civilizations due to a mega-disaster triggering a global famine of years. Now, nearly twenty years later, new nations have arisen and there's an entire generation that never knew it, but the protagonist is under the yoke of a food-control dictatorship that was built by those desperate not to see society fall again.
Something like that, with past trauma and a severe generation gap in perspective even as the past catastrophy still has visible scars left on the planet, would be an interesting setting to me.
But, changing topics a bit away from setting and more to mechanics...
I'd like to see Bioware attempt a Turn Based Strategy (TBS)-RPG.
Besides nicely breaking the cliche that Bioware is just interested in the Call of Duty players (a charge that never made sense to me when looking at what CoD actually does), bringing RPG to another gaming mechanic style strikes me as not only the sort of change-up that Bioware likes to attempt (we've seen D&D-based rules, we've seen Mass Effect's TPS, we've seen Jade Empire), but also a medium that could bring its own advantages to the RPG genre .
In a sense, a TBS game is great for controlling the pacing of the in-mission stories without taking control from players at times when the player would normally move. This was endemic for complaints about Shepard's inaction in Mass Effect cutscenes (why not shoot when you have the chance?), and even pops up in the Dragon Age franchise (why no option to at least murder-knife, why not initiate now, etc.). In a game medium based on taking turns, the implicit acceptance of that can help mitigate those concerns and help control flow.
That control of flow can also help in one of the common problems of action-based RPGs: in-mission dialogue during combat or other points that gets lost in the ambiant noise of chaos. The TBS genre, besides being naturally inclined to text-dialogue in the missions to make dialogue clear, can better control these sort of things into more deliberate dialogues.
I think the Bioware model of character development, of keeping it mostly off the battlefield and in non-combat areas (the Camp, the Normandy, the henchmen houses, etc.) is something that would nicely dove-tail with a TBS - RPG, still allowing the PC off-duty chances to interact and even limited exploration, while doing their job in the TBS sections. Character interactions would be far from impossible: there are plenty of TBS games that have casts with their own relationships (the Fire Emblem series is an example), and I've no fear that a TBS medium would dilute the Bioware strength of companion characters.
But ultimately the thing I think a TBS-RPG could help with most is the way it can turn How You Play into an RPG moral choice system in itself. Shepard was a marine who had to shoot things regardless: Dragon Age never looks much at how you defeat your foes either, because there are so many ways you could. But a TBS can plan the objectives and the setup in such a way that what you do 'first', or what you do at all, could be counted and framed as a deliberate moral choice. Unlike the ME combat chaos where destroying something on accident was too easy, or the DA combat where your parties had their own AIs that could focus on other things, a TBS and the direct player control could make any battle strategy a deliberate choice to be measured.
Putting the choices into the middle of the mission and the gameplay, rather than waiting for the end for the moral delimma, would be a relatively new way to look at choices and consequences. ME's Omega DLC started this with its Aria development choices, but it could be taken even further in a TBS. Say, oh, your forces have the option of either directly engaging the enemy in open fighting at a disadvantage (the honorable thing to do), or to occupy a hospital and use it as a superior base of fighting (the evil-pragmatic option). That choice could be observed from where the player puts their forces, and result in an end-mission consequence as easily as if they had made it a Big Decision.
Big Decisions could certainly exist, of course, but I can't help but think a TBS-RPG could do a better job at incorporating in-mission choices and cumullative consequences.