So if YOU could make a video game ANY video game... (RAR)

GEC: Discuss gaming, computers and electronics and venture into the bizarre world of STGODs.

Moderator: Thanas

User avatar
White Haven
Sith Acolyte
Posts: 6360
Joined: 2004-05-17 03:14pm
Location: The North Remembers, When It Can Be Bothered

Re: So if YOU could make a video game ANY video game... (RAR

Post by White Haven »

Purple wrote:The issue is that there will be a lot of players who stumble into such situations by accident and render their copy unwinable simply by making a party consisting entirely out of hellfire warlocks in a game where half of your monsters are immune to magic.
So...when your players do something incredibly stupid, they're punished for it by failing. This reminds me of a conversation about Shadowrun Returns wherein a player decided to do nothing but gun-wielding characters, no magic, no fancy tech gadgets, just guns, homogeneous, and then acted totally shocked when he got his ass handed to him. Sooner or later, you punish idiocy with failure, and that's a good thing.

Look at it this way; a party-based single-player RPG is a tactics game on some level. If, for example, a player makes an entire party out of barbarians with two-handed axes and fails to ask himself the simple question 'what am I going to do if I run into one archer on the other side of an arrow loop,' he deserves to be staring at a Game Over screen sooner or later.
Image
Image
Chronological Incontinence: Time warps around the poster. The thread topic winks out of existence and reappears in 1d10 posts.

Out of Context Theatre, this week starring Darth Nostril.
-'If you really want to fuck with these idiots tell them that there is a vaccine for chemtrails.'

Fiction!: The Final War (Bolo/Lovecraft) (Ch 7 9/15/11), Living (D&D, Complete)Image
User avatar
TheFeniX
Sith Marauder
Posts: 4869
Joined: 2003-06-26 04:24pm
Location: Texas

Re: So if YOU could make a video game ANY video game... (RAR

Post by TheFeniX »

Purple wrote:AD&D might be a different story. I am speaking from my own experience as a DM using 3rd and 3.5 edition rules. And I can tell you what I said is even written in the DM guide.
A good DM works with his players to make the process as enjoyable or as horrible as they want. If my players all wanted to play fighters, then I could easily throw them into a low-magic world. If they wanted to be fighters in a high-magic realm, then they should be ready for pain. You should go into a game knowing what you want. Trying to appease all types of players is why the current gaming market feels so bland.
The issue is that there will be a lot of players who stumble into such situations by accident and render their copy unwinable simply by making a party consisting entirely out of hellfire warlocks in a game where half of your monsters are immune to magic.
Tough shit? You ever play FF: Tactics? Weigraf will end your shit. That actually was totally unfair to throw at the player, but if a gamer can't understand basic concepts like "over-specialization might cause issues." Then they deserve only ire, not hand holding.

What I'm talking about isn't even Sierra levels of save-scumming. This is basic shit and maybe there should be more games you can flat-out lose. RPGs are about the adventure as much as seeing an ending cutscene. As long as hints are dropped to the player that maybe they should sling something different, then there's no issue with it, just like a good DM does.
And I can tell you as a GM the hardest part of any game is getting your players to pick a party that will even work in the setting you propose.
Pick a different setting.
7 - 10 or even 15 NPC allies is not the problem. The problem is the spare NPC to party count ratio. Basically, if you have a party of 5 and 7 NPC total than the game is more or less railroading you into what to play. If you have a party of 5 and 15 NPC allies than you have potential for strategy. But this has to scale. So if you want say a party of 10 you have to have 20-30 NPC to chose from...
Or you let the player customize the NPCs. Not a hard concept and many games have accomplished it.
That I agree on. But he did specify it should be a D&D style game.
Are you being coy? Gold Box games are built off the D&D rule-set and dozens of D&D settings are used in the games. This notion that every character needs a backstory and development is a relatively new one and one I did not grow up with. Wizardy, Eye of the Beholder, Lands of Lore, and a whole slew of first-person D&D games like Menzoberranzan had the PCs exist merely as tools for the player to be told a story.
Alkaloid
Jedi Master
Posts: 1102
Joined: 2011-03-21 07:59am

Re: So if YOU could make a video game ANY video game... (RAR

Post by Alkaloid »

Man, NPCs should not be problems for people who claim to be in the business of fucking storytelling. And you don't need 3 times as many NPCs as you can have in your party. Look at a game like Dragon Age. By the time I finished that game I had about a dozen people accompanying me on my mad quest to save the world. Most of them did that by sitting around a camp-fire, presumably drinking and fiddling with themselves because Baldurs Gate had a party limit of 4 people damn it, so we will too and bugger that making any sense.

The fucking dog got character development in that game, and so did most of the characters, I just didn't see most of it because I'm not spending time and gold equipping characters I'm only going to use for 15 minutes and then leave in camp for the rest of the game. If I'm picking up people to accompany me on a vital quest why would there be a hard limit beyond 'skilled people willing to help me?'
The issue is that there will be a lot of players who stumble into such situations by accident and render their copy unwinable simply by making a party consisting entirely out of hellfire warlocks in a game where half of your monsters are immune to magic.

And I can tell you as a GM the hardest part of any game is getting your players to pick a party that will even work in the setting you propose.
Making a game where the only solution to a problem is a fighter, mage or rogue with a high enough level is not good game design. Making multiple pathways that require different skill sets is. Can't fight your way through the evil forest? Cool. Explore the other options and end up finagling your way into a noblemans retinue so the army escort you through. Don't have the charisma to connive the mayor to do what you need? Kidnap his secretaries son and have him forge the paperwork instead. It encourages fun game play, players thinking outside the box and balanced characters instead of fighters who can punch through a tree but aren't smart enough to tie their own shoelaces.
User avatar
Vendetta
Emperor's Hand
Posts: 10895
Joined: 2002-07-07 04:57pm
Location: Sheffield, UK

Re: So if YOU could make a video game ANY video game... (RAR

Post by Vendetta »

Alkaloid wrote:If I'm picking up people to accompany me on a vital quest why would there be a hard limit beyond 'skilled people willing to help me?'
Basically because you need to decide what kind of game you're making.

The more characters you have, the less gameplay detail you can load each one with in terms of skill and ability choices because if you have 30 characters under your control at all times and all of them have ten different activatable abilities then none of them will ever get used because ain't nobody got time for that.

But if you have four people you can make their gameplay roles quite distinct and have them all have interesting things for the player to do as part of that role, and the player will actually get some use out of those abilities.

Having a party size that comes in under the number of possible gameplay roles also means that the player has some decisions to make about party composition. Dragon Age did that reasonably given that within the three classes available you could make significant distinctions, a warrior with sword and board had a different gameplay role (tanking) to one with a two hander (crowd control), and different ways for the player to use that character.

Once you get over a certain number of controllable party members you are fundamentally making a different game and have to design the gameplay differently.
User avatar
krakonfour
Padawan Learner
Posts: 376
Joined: 2011-03-23 10:56am

Re: So if YOU could make a video game ANY video game... (RAR

Post by krakonfour »

I want a special game for a special kind of people.

Each player has a planet and a fleet.

You build and develop your planet much like you would in any civilization browser game. Select plots of land, select the building and the timer will count down. The planet's population and riches will determine how much can be invested in your ships. The technology level unlocks modules you can use on your ships. If you successfully attack a planet, you are given a reward proportionate to the level of the defenses you eliminated, plus a chance to obtain modules your opponent possesses. If you successfully defended a planet, you are not rewarded by the game, but you can salvage from the attacker's ships modules and resources.

The fleet is made up on a small number of spacecraft (3-10). Half of the game is building your ships from scratch, however you see fit, from a near infinite number of procedurally created modules. Each ship can be assigned a articular AI strategy that is overriden manually.
For example, I can build the smallest ship possible, that devotes all of the payload to missiles. The fusion drive uses frozen methane propellant. I place the propellant in front of the missiles to provide 'free armor'. The AI I assign is supposed to use up all of the delta V in increasing the approach velocity, and thus shortening the time spend being shot at by laser defenders. I'll equip it with chemical boosters to provide the hard dodging ability needed to avoid deadly kinetic missile defenses. I can set the AI to automatically fire if the armor is depleted prematurely.
Once all is done, the much lighter craft performs an aerobraking maneouver around the target planet to rendez-vous with the refuelling craftand come home.

The interesting thing is, you want your fleet to be as cheap as possible for a given effectiveness. It has to be reused for several campaigns, since the cost of replacing a ship is more than you expect to loot from an opponent. Each campaign costs ammo and propellant, as well as repairs. Also, since there are dozens of aspects to each ships, from computational power (accuracy and scanning speed) to propellant flow pumps (maximal acceleration with and effect on overall drive efficiency), it is actually useful to spend time making blueprints for other players, or buying them from them.

There is not set 'ultimate fleet' either, since your fleet has to be adapted to your most likely opponents every time you attack or defend.

The objective on the game is to travel to another player's planet and attack them from the edge of their solar system. Since the game is very realistic, the ships will take months to arrive at their destination. This is where sped-up RTS elements come into play. You determine a course of action, and modify it on the fly as your opponent reacts.
Here is an example:
Your plan is to devote power to the railguns to shoot from outside of the defender's effective range. The munitions will drift to the opponent. Instead, you find out that he has very effective laser defenses. You missiles will be shot down. You alter your plan to get closer, devoting power instead to your drives.

The objective is to mount as many campaigns as possible against your opponents. Each encounter lasts 10-20 minutes depending on how fast your ships approach. Players can play against the computer as defender or attacker by selecting from a list of pre-made, player or random fleet fleets. Missions and events have their own unique AI and fleets, with special rewards. Modules, constructed ships and even blueprints for the lazy can be traded between players.
The game is for everyone. Hardcore players looking for action can micromanage their fleets in PvP. Players lacking an internet connection can play the campaign missions or randomize their opponents. There is room for people who just want to build the mightiest ships and trade them away, and room for players who just want to buy their way in and start playing at the top.

I hope this comes true :)
GREAT BALLS OF FIRE!
Like worldbuilding? Write D&D adventures or GTFO.

A setting: Iron Giants
Another setting: Supersonic swords and Gun-Kata
Attempts at Art
User avatar
White Haven
Sith Acolyte
Posts: 6360
Joined: 2004-05-17 03:14pm
Location: The North Remembers, When It Can Be Bothered

Re: So if YOU could make a video game ANY video game... (RAR

Post by White Haven »

Vendetta wrote:
Alkaloid wrote:If I'm picking up people to accompany me on a vital quest why would there be a hard limit beyond 'skilled people willing to help me?'
Basically because you need to decide what kind of game you're making.

The more characters you have, the less gameplay detail you can load each one with in terms of skill and ability choices because if you have 30 characters under your control at all times and all of them have ten different activatable abilities then none of them will ever get used because ain't nobody got time for that.

But if you have four people you can make their gameplay roles quite distinct and have them all have interesting things for the player to do as part of that role, and the player will actually get some use out of those abilities.

Having a party size that comes in under the number of possible gameplay roles also means that the player has some decisions to make about party composition. Dragon Age did that reasonably given that within the three classes available you could make significant distinctions, a warrior with sword and board had a different gameplay role (tanking) to one with a two hander (crowd control), and different ways for the player to use that character.

Once you get over a certain number of controllable party members you are fundamentally making a different game and have to design the gameplay differently.
You're half right. If you have a whole stable of NPCs that can be party members, you need to do one of two things. One, structure your game's gameplay to take advantage of that, as in Vendetta's solution. Alternately, you need to tackle it from a writing perspective; rather than taking the lazy 'they're at your campfire, bitch' copout, set things up so that there are other things that need doing that they need to be doing, either so that you don't get sucker-punched in the ass (they're defending the stronghold, and then have that actually mean something) or enabling the PC-lead party to Get Shit Done (a team to infiltrate and drop teh drawbridge just in time for the PC to storm into the castle) or things of that nature. The artificiality of a limited party size only really glares when it IS artificial, rather than flowing from in-world necessity.

In summary: Fuck campfires and inns and shit. If I want to chat with my spare party members, I'll go meet up with the field army that General NPCson is leading against the invading hordes. While I'm there, I'll catch up with Sergeant McSoldier, and maybe reassign Knight Trainsalot to take over his duties while Sarge goes traipsing off with me.
Image
Image
Chronological Incontinence: Time warps around the poster. The thread topic winks out of existence and reappears in 1d10 posts.

Out of Context Theatre, this week starring Darth Nostril.
-'If you really want to fuck with these idiots tell them that there is a vaccine for chemtrails.'

Fiction!: The Final War (Bolo/Lovecraft) (Ch 7 9/15/11), Living (D&D, Complete)Image
User avatar
Joviwan
Jedi Knight
Posts: 580
Joined: 2007-09-09 11:02pm
Location: Orange frapping county, Californeea

Re: So if YOU could make a video game ANY video game... (RAR

Post by Joviwan »

The Suikoden series has always been a 'best example' of this for me. Your party size was 6 characters, and sometimes plot dictated several party spots as being taken. But you can recruit 108 characters in the game to join your army, and 70+ of those you can take into combat with you--but whoever you don't take into your 6-man party goes to stay at your castle, and most of them have obvious jobs that they are doing when they are not with you. And when it comes time for army battles, nearly every one of those 108 people can go into an army unit to give it some kind of benefit. And 80% of the time or so, the reason you were a 6-man party is because YOU are the small squad slipping behind enemy lines to get things accomplished.
Image
Drooling Iguana: No, John. You are the liberals.
Phantasee: So extortion is cooler and it promotes job creation!
Ford Prefect: Maybe there can be a twist ending where Vlad shows up for the one on one duel, only to discover that Sun Tzu ignored it and burnt all his crops.
User avatar
Vendetta
Emperor's Hand
Posts: 10895
Joined: 2002-07-07 04:57pm
Location: Sheffield, UK

Re: So if YOU could make a video game ANY video game... (RAR

Post by Vendetta »

It shouldn't be hard to come up with the idea "Make up something for party characters to be doing to add verisimilitude".

I mean too hard for Bioware.

But not hard.


It could even have a gameplay effect, having various jobs around your player base that you can make NPCs do that have different outcomes depending on who you make do it.
User avatar
TheFeniX
Sith Marauder
Posts: 4869
Joined: 2003-06-26 04:24pm
Location: Texas

Re: So if YOU could make a video game ANY video game... (RAR

Post by TheFeniX »

I want a truly co-op RPG in the vein of like Star Wars Galaxies, but the MMO portion being optional. You start out a nobody and through questing, or whatever, you begin to setup a home/base of operations. How you go about this is up to you. You could go slash up bad guys and become a sell-sword or you could take up a job as a blacksmith. Going even farther, you could work the political game, pitting rival factions against one another and ensure you profit whichever way the wind blows. Even being a smith could land you in trouble depending on what clientele you (or your boss) caters to. You may end up having to hire mercenaries (or bribe guards) to keep competing vendors off your back or to fight off victims of your wares trying to get revenge.

Perhaps you only want to unlock secrets of the arcane hidden in a tower in the mountains. Maybe the local government doesn't like that idea and tries to force you out through propoganda or brute force. At all points, the game makes you play into fields you may or may not to proficient in.

Once you've set yourself up in your desired field (or multiple ones), you start gathering together workers or henchmen/women. The point is to either do everything yourself or hire trustworthy NPCs to handle it for you. The NPCs will have little background, but must be treated in a way they find fit or they might decide to sell you out. Or you could just rule them by fear.

At any point in this, you have two options for multiplayer: a cloud or dedicated server system that tracks your holdings and faction ranks or jumping straight into the MMO side with an NPC run "themepark" MMO. I would save the dedicated server system for players who want their own persistent world, separate from Single-player or MMO aspects. Basically, minecraft. The cloud system is perfect for people who just want to deal with small co-op games or the MMO side. However, characters themselves would always be transferable.

Playing from the start with a friend or two allows for specialization: a smith could outfit his mercenary friend with gear while a politician style player can make sure any bodies are swept under the rug and guards are kept off your back while you protect their business and/or kill/intimidate key NPCs on their rise to power. Same with the MMO side: you can jump straight in as a nobody and find the right people to gear you up to what you want to do. Player with their own established bases get to transfer factions standing, gear, whatever as both players see fit. They are also more than free to setup their own holds and compete directly with other players, but this must be agreed upon by the player's MP settings.

Logging off still keeps your character in the game to be used (with permission) by other players as a henchmen. They can give you gear, level you up, help you complete quests, etc, but you have the option to deny all this when you log back in if you feel like it.

As for the MMO part, the whole point is for players to take over the game. The NPCs are barely competent and the NPC subjects tolerate them only because you have yet to come along and do a better job. Sufficiently benign PC rulers/merchants/whatever will find the playerbase and the server itself has no problem with them reaping the rewards. However, impropriety, murders, or other political backstabbing can be found out by the players in a given faction-hold, city, whatever. It is then up to them to start fighting back in whatever way they feel like. As either group decends into more "griefing" type behaviors, the system itself also starts fighting back against them.

Just for an example, a faction hold has a ridiculously high tax rate. The players in said hold form a protest and the rulers respond with force, wiping out the protest with superior numbers and gear. They then begin hiring mercenaries to harass the rebellious player. The players lack the resources and numbers to fight back against the established playerbase. The griefers now find NPC macontents hassling them on the roads, thieves attempting to steal their valuables (either successfully or not depening on their protection), smiths selling them inferior goods, or other NPC faction holds hitting them with sanctions.

The point would be to balance the system against griefers both ways. Setup correctly, even a large influx of malcontents would be hard pressed to overthrow a player-run faction-hold that was benfitting the PCs and the NPCs. Meanwhile, even the largest of player groups in control of a city can lose it against a smaller number of players because the system itself will balance it out.
User avatar
Elheru Aran
Emperor's Hand
Posts: 13073
Joined: 2004-03-04 01:15am
Location: Georgia

Re: So if YOU could make a video game ANY video game... (RAR

Post by Elheru Aran »

Two ideas:

Bring back a spaceship sim along the lines of Star Trek Bridge Commander. Make it open-source and ridiculously easy to mod for whatever ships from whatever universe you want, and have massive online PvP arenas of randomly generated solar systems where you can go one-on-one, team play, faction play, whatever. Offline, you could play in a sandbox environment with random enemy encounters, the occasional freak accident to your ship so you have to stop and repair it, finding new planets and seeking new technology to upgrade your ship. You could do this any way you like, from using a Skylark of Space ship or the Millennium Falcon or the TOS Enterprise...

Licensing would be a bitch, but I always adored the space combat of Bridge Commander.

Second idea is a medieval MMORPG/FPS with realistic combat mechanics. You would have to purchase a peripheral (this may work best on a console, btw)-- a basic grip and then weighted staff (for spear, halberd, what have you) or axe or sword-blade attachments. Use something like the Wii-mote to simulate a shield or buckler. Be a Viking, a Crusader, a Hussar...
It's a strange world. Let's keep it that way.
User avatar
TheFeniX
Sith Marauder
Posts: 4869
Joined: 2003-06-26 04:24pm
Location: Texas

Re: So if YOU could make a video game ANY video game... (RAR

Post by TheFeniX »

The Sacrifice of Angels (Star Trek) mod for Sins of a Solar Empire could almost accomplish that if you added it a sub-game of planet colonization requiring away teams and you added more anomalies to the game that you could explore/scan for bonuses. As it stands, you can explore planets to find artifacts.

However, the online component is extremely slow, requiring hours, and a lack of persistence (aside from save games) hampers it. The guys behind the SoA mod are cuhrazy though. The mod is excellent. Sins isn't my favorite game out there, but the ability to zoom in to sit back and watch the explosion porn is always a high-point for me.
User avatar
Elheru Aran
Emperor's Hand
Posts: 13073
Joined: 2004-03-04 01:15am
Location: Georgia

Re: So if YOU could make a video game ANY video game... (RAR

Post by Elheru Aran »

I'm thinking something along the lines of Homeworld and Bridge Commander's space fighting with the ability to mod it to take whatever ships you want from whatever universe. The online interaction component would have to be monitored to some degree in order to prevent some player creating something as ludicrously broken as, say, a Xeelee fighter or a 'Surlethe' (starship the size of a solar system, wasn't it?) and wreaking havoc across the board in PvP. Never mind if someone modded a Gurren Lagann...

Essentially though the basic mechanic would be a bit of a cross between a RPG and a space sim, at least offline, perhaps online if you wanted to go that route but I think having a strong offline component to any game is a necessity that's growing rarer these days. Explore, find cool stuff, have the occasional fight... perhaps build up an alliance of systems or whatever you want. Admit it-- it'd be kinda awesome to be able to tool about in whatever spaceship you ever wanted to fly from a movie or book or whatever... the trick would be making it so that it would be balanced against whatever craft you were using. A Lensmen spaceship would require rather different game-balance from, say, the Andromeda Ascendant or Captain Harlock's spaceship.
It's a strange world. Let's keep it that way.
User avatar
krakonfour
Padawan Learner
Posts: 376
Joined: 2011-03-23 10:56am

Re: So if YOU could make a video game ANY video game... (RAR

Post by krakonfour »

Elheru Aran wrote:Two ideas:
Second idea is a medieval MMORPG/FPS with realistic combat mechanics. You would have to purchase a peripheral (this may work best on a console, btw)-- a basic grip and then weighted staff (for spear, halberd, what have you) or axe or sword-blade attachments. Use something like the Wii-mote to simulate a shield or buckler. Be a Viking, a Crusader, a Hussar...
Check out Neal Stephenson's 'Clang' project.
GREAT BALLS OF FIRE!
Like worldbuilding? Write D&D adventures or GTFO.

A setting: Iron Giants
Another setting: Supersonic swords and Gun-Kata
Attempts at Art
User avatar
Elheru Aran
Emperor's Hand
Posts: 13073
Joined: 2004-03-04 01:15am
Location: Georgia

Re: So if YOU could make a video game ANY video game... (RAR

Post by Elheru Aran »

krakonfour wrote:
Elheru Aran wrote:Two ideas:
Second idea is a medieval MMORPG/FPS with realistic combat mechanics. You would have to purchase a peripheral (this may work best on a console, btw)-- a basic grip and then weighted staff (for spear, halberd, what have you) or axe or sword-blade attachments. Use something like the Wii-mote to simulate a shield or buckler. Be a Viking, a Crusader, a Hussar...
Check out Neal Stephenson's 'Clang' project.
That is basically what I'm thinking of. I don't really know that it's going to get much farther off the ground than it has, though-- the basic premise of 'swordfighting sim' is just a little too specific, I think...
It's a strange world. Let's keep it that way.
User avatar
SAMAS
Mecha Fanboy
Posts: 4078
Joined: 2002-10-20 09:10pm

Re: So if YOU could make a video game ANY video game... (RAR

Post by SAMAS »

Concept: X-COM vs. Godzilla

Synopsis: Fairly simple. Giant Monsters are attacking on Earth, and you have to stop them. You begin with fairly worthless tanks and jets in the 1950's, and go from there to Maser Cannons, Sonic weapons/deterrents, nuclear mines, super-jets, flying battleships, and even forming alliances with alien or extra-dimensional beings. As such, your tactics can and will range from "Distract and Lead Away" all the way up to
"Capture and Control".
Image
Not an armored Jigglypuff

"I salute your genetic superiority, now Get off my planet!!" -- Adam Stiener, 1st Somerset Strikers
User avatar
Purple
Sith Acolyte
Posts: 5233
Joined: 2010-04-20 08:31am
Location: In a purple cube orbiting this planet. Hijacking satellites for an internet connection.

Re: So if YOU could make a video game ANY video game... (RAR

Post by Purple »

And than, once you think you've won and captured them all you realize that they were attacking humans in the first place because of aliens. And you get to use them against alien war machines in mondo dino vs mecha action?
It has become clear to me in the previous days that any attempts at reconciliation and explanation with the community here has failed. I have tried my best. I really have. I pored my heart out trying. But it was all for nothing.

You win. There, I have said it.

Now there is only one thing left to do. Let us see if I can sum up the strength needed to end things once and for all.
User avatar
krakonfour
Padawan Learner
Posts: 376
Joined: 2011-03-23 10:56am

Re: So if YOU could make a video game ANY video game... (RAR

Post by krakonfour »

Purple wrote:And than, once you think you've won and captured them all you realize that they were attacking humans in the first place because of aliens. And you get to use them against alien war machines in mondo dino vs mecha action?
Bokurano.
GREAT BALLS OF FIRE!
Like worldbuilding? Write D&D adventures or GTFO.

A setting: Iron Giants
Another setting: Supersonic swords and Gun-Kata
Attempts at Art
User avatar
SAMAS
Mecha Fanboy
Posts: 4078
Joined: 2002-10-20 09:10pm

Re: So if YOU could make a video game ANY video game... (RAR

Post by SAMAS »

More or less. :mrgreen: There would definitely be at least a set scenario of a full-scale alien invasion.
Image
Not an armored Jigglypuff

"I salute your genetic superiority, now Get off my planet!!" -- Adam Stiener, 1st Somerset Strikers
User avatar
StarSword
Jedi Knight
Posts: 985
Joined: 2011-07-22 10:46pm
Location: North Carolina, USA, Earth
Contact:

Re: So if YOU could make a video game ANY video game... (RAR

Post by StarSword »

Crossroads Inc. wrote:What would you make?

Thought about this while posting in "SimCity" thread...

If you have unlimited funds for the video game. and you can call upon anyone ANYONE to help.
Any game designer alive or dead, you can summon them, and they will happily work with you and anyone else you wish to work on your game.
Because Cryptic's sloppiness of writing* and lack of visible support for the Foundry is starting to annoy me, how about a BioWare-style Star Trek single-player/coop RPG, written by Obsidian?

* In the last FE in STO we counted at least one major plot hole whose only conceivable explanation renders the entire justification for the Dyson Battlezone moot, and being railroaded by NPCs I outrank by two pay grades minimum is really starting to grate. Not kidding about the last part. Thanks to Cryptic's ass-backwards idea to tie character rank to character level and then raise the cap past Captain, I, a vice admiral, was getting ordered around by an O-7 (Tuvok) and a gaggle of O-6s (Subcommander Kaol and the three flagship captains). Sorry, Tuvok, but being a decently written character and having seniority does not let you override an O-9.
Star Carrier by Ian Douglas: Analysis and Talkback

The Vortex Empire: I think the real question is obviously how a supervolcano eruption wiping out vast swathes of the country would affect the 2016 election.
Borgholio: The GOP would blame Obama and use the subsequent nuclear winter to debunk global warming.
User avatar
TheFeniX
Sith Marauder
Posts: 4869
Joined: 2003-06-26 04:24pm
Location: Texas

Re: So if YOU could make a video game ANY video game... (RAR

Post by TheFeniX »

I think Cryptic miss the boat on that one. I would have loved a system where the leveling was separate from the rank, and your ship was tied to you rank, rather than level. Forcing players to level and use fleets to rank up. As part of this, a Sovereign might have a bit of an advantage over a Galaxy, but equally levelled players would still duke it out. As it stands, there were only 3 endgame ships (aside from the hilarity of giant free kills known as carriers) when I played.

Then again, my build was hella broken, even after the nerfs. But the idea that every class/whatever should be viable against every other class is getting tiresome.

Cryptic gave up on a great RP system is order to have Space Pew Pewing.
User avatar
Oskuro
Sith Devotee
Posts: 2698
Joined: 2005-05-25 06:10am
Location: Barcelona, Spain

Re: So if YOU could make a video game ANY video game... (RAR

Post by Oskuro »

TheFeniX wrote:Cryptic gave up on a great RP system is order to have Space Pew Pewing.
I think a big part was also them reusing the Champions Online engine (probably to cut development costs), which probably had limitations.



As for a game I'd like to game... I keep thinking that it would be interesting to try and make a porn game that was actually good as both a game and as porn, rather than a flimsy excuse to have virtual boobs on the screen.

An example would be a GTA/Saints Row style game where your character, rather than a generic criminal, is actually a prostitute (male, female or anything in between), and the job plays a major part in how conflicts are resolved (Heck, I'd love to play an assassin that seduces/sexes his/her way to success)
unsigned
User avatar
Elheru Aran
Emperor's Hand
Posts: 13073
Joined: 2004-03-04 01:15am
Location: Georgia

Re: So if YOU could make a video game ANY video game... (RAR

Post by Elheru Aran »

Oskuro wrote: As for a game I'd like to game... I keep thinking that it would be interesting to try and make a porn game that was actually good as both a game and as porn, rather than a flimsy excuse to have virtual boobs on the screen.
Considering actual porn is mostly boobs on a screen anyway... how would you do this?
It's a strange world. Let's keep it that way.
Grumman
Jedi Council Member
Posts: 2488
Joined: 2011-12-10 09:13am

Re: So if YOU could make a video game ANY video game... (RAR

Post by Grumman »

Elheru Aran wrote:
Oskuro wrote:As for a game I'd like to game... I keep thinking that it would be interesting to try and make a porn game that was actually good as both a game and as porn, rather than a flimsy excuse to have virtual boobs on the screen.
Considering actual porn is mostly boobs on a screen anyway... how would you do this?
I think he's suggesting the game equivalent of "porn with plot".
User avatar
StarSword
Jedi Knight
Posts: 985
Joined: 2011-07-22 10:46pm
Location: North Carolina, USA, Earth
Contact:

Re: So if YOU could make a video game ANY video game... (RAR

Post by StarSword »

TheFeniX wrote:I think Cryptic miss the boat on that one. I would have loved a system where the leveling was separate from the rank, and your ship was tied to you rank, rather than level. Forcing players to level and use fleets to rank up. As part of this, a Sovereign might have a bit of an advantage over a Galaxy, but equally levelled players would still duke it out. As it stands, there were only 3 endgame ships (aside from the hilarity of giant free kills known as carriers) when I played.

Then again, my build was hella broken, even after the nerfs. But the idea that every class/whatever should be viable against every other class is getting tiresome.
Well, they've gotten better with some of the new PVEs and ships they brought out with season 8. Or at least folks aren't calling it Escorts Online anymore since the Avenger-class, cruiser commands, and the dinosaurs with friggin' laser beams went live.

But I'm told the PVP balance still leaves a lot to be desired (apparently the current kings are beam-wielding Scimitars), and engi tanks (*cough* Galaxy-R *hack cough*) and healboats still don't have any purpose outside premade PVP teams because power creep has outpaced the PVE enemies.
Grumman wrote:
Elheru Aran wrote:
Oskuro wrote:As for a game I'd like to game... I keep thinking that it would be interesting to try and make a porn game that was actually good as both a game and as porn, rather than a flimsy excuse to have virtual boobs on the screen.
Considering actual porn is mostly boobs on a screen anyway... how would you do this?
I think he's suggesting the game equivalent of "porn with plot".
So, God of War or The Witcher where you can actually see something besides boobs?
Star Carrier by Ian Douglas: Analysis and Talkback

The Vortex Empire: I think the real question is obviously how a supervolcano eruption wiping out vast swathes of the country would affect the 2016 election.
Borgholio: The GOP would blame Obama and use the subsequent nuclear winter to debunk global warming.
User avatar
TheFeniX
Sith Marauder
Posts: 4869
Joined: 2003-06-26 04:24pm
Location: Texas

Re: So if YOU could make a video game ANY video game... (RAR

Post by TheFeniX »

Elheru Aran wrote:
Oskuro wrote: As for a game I'd like to game... I keep thinking that it would be interesting to try and make a porn game that was actually good as both a game and as porn, rather than a flimsy excuse to have virtual boobs on the screen.
Considering actual porn is mostly boobs on a screen anyway... how would you do this?
You really can't. Since porn is about sex/masturbation, you've got to either make something playable one handed or something you can actually play with your SO. Video Games are just not good for porn. At least in no way I can think of aside from all the VR stuff.

"I know you're horny baby, but I just have to woo these last 3 ladies and I get the quest completed." Shit, I'd probably buy it.

That said, while trolling some seedier modding sites to find a combat mod for Skyrim that was pulled off the nexus due to copyright complaints (supposedly he used animations from another modder), I ran across a few places that offer a whole load of mods concerning this for pretty much every TES and Fallout game. There's one that has some kind of player leveling system for prostitution. If it works: kudos. Not really my bag of cats though.
StarSword wrote:But I'm told the PVP balance still leaves a lot to be desired (apparently the current kings are beam-wielding Scimitars), and engi tanks (*cough* Galaxy-R *hack cough*) and healboats still don't have any purpose outside premade PVP teams because power creep has outpaced the PVE enemies.
If I've learned anything from the few MMOs I played over the years, balancing for PvE and PvP needs to be done separately. STO was bad, but Rift was even worse: "Oh, you're a fully PvP geared mage? Let me just load up my Void Knight in pre-raid PvE gear." Tanks were beasts in both games. At least they changed something up from WoW. Except mid-cata. God how I miss wrecking Frost Mages while wearing PvP blues.
Post Reply