Hi Everybody,
This is just a minor consideration at this stage, but something upon which I would still appreciate some feedback.
As I play test my module (and play other RPGs), I find there are some things I like about a game that encourage me to play it in ways I might not do so in another. A certain example of this is when it comes to "crafting" or "enchanting". Quite a few RPGs have this game mechanic, but how many players actually use it ... and if they do or do not, what has encouraged them to use or discouraged them from using it?
I also want to consider "simple" aspects, such as "collecting" items that may be needed for crafting/enchanting. For example, at the moment, I have designed and incorporated "containers" (via game mechanics) to aid the player to easier collect and arrange certain items that may be required. However, because NWN is a party based game (both from a single player and even more so in a multi-player game), how would a player prefer items to be handled with respect to ease of use?
i.e. A player can have different PCs carry different "containers" to carry different "items". However, it may be that some of those items can be used by different PCs of the group. Unless the code has been written to check every PC of a party for said item during a crafting session, the item may or may not be used ... and, perhaps more importantly, was the player deliberately keeping the items separate (on different PCs) because the item was being reserved for another recipe?
E.g. Dragon Age used a "Shared Inventory" system (for the PCs) if I recall correctly, which meant the player could see all the ingredients available to the group. Many other RPGs use only a Main PC and so other PC checks are not required. (This is only one aspect of game mechanics design.)
EDIT: I am going to give the possibility of designing and incorporating an "Inventory System" similar to DA. (See post with DA image on the next page.)
OK ... The bottom line is, do people have any ideas or preferences as to how they would have their mechanics of a game work? Any mechanics, not just crafting as in the this example.
If you could redesign how certain parts worked in the game to make it easier to play, what would they be? And give an example of how you would have it work instead.
Thanks in advance,
Lance.





Volver arriba







