adrix89
Cipher
What I want from a cRPG is a fantasy world like in the fiction books, a dynamic living world that I can affect and be immersed by.
So procedural narrative/quests all the way.
What I think the key to achieve this properly lies in the mission design.
Most of the missions in games are hopelessly boring and amount to go there kill that, get the mcguffin, clear the dungeon and talk to whoever.
With a bit of dynamism and simulation you can do much more. Lets say your mission is to hunt a character, lets say there is a bounty. In most RPGs you would get a quest marker to a location, you go there and you kill them or you die.
But you can do much more with this, first of you don't know where he is, maybe you know a general direction but he can move around. What do you know about him? Maybe you know he is a bandit so most likely he attacks caravans and stuff. Maybe you ask around and hear about any attacks around the road or maybe you join a caravan as a bodyguard in the hopes of being attacked. Lets say along the road you find an ambush of bandits. Maybe you kill everyone and the target is among them, maybe you should leave a bandit alive and ask about your target, maybe your target now knows he is hunted and is more careful so you have to put even more effort.
Can this kind of thing be done procedurally? I am pretty sure, and it can even have a number of modifiers. Who is the character? Maybe he is a spy and you have to get a document he has, his behavior can change depending on various factors, requiring more through investigation and a creative approach to problems.
Or you could be the hunted, having to bypass patrols of powerful factions and infiltrate locations. The AI could try to find you, predict where you would go and lay ambushes.
Another idea is to have a strategic simulation level where the AI plays a strategy wargame(like Mount and Blade) but you are still at most a party with limited options that can only follow the AI's movements, impede a little or try to find opportunities and exploits so you can capitalize on its weakness.
Outside of forms of direct character combat power, status, infamy, money and relations with people of power and influence can tip the scale enough for one of your gambits to work. Assassinate the right person and the house of cards can crumble just like in a game like Crusader Kings. Poison the drink of the commander of an army and the battle next day might not go so well.
Crusader Kings, Hitman, Silent Storm, Age of Empires. Games with systems you might not think have anything to do with RPGs.
So procedural narrative/quests all the way.
What I think the key to achieve this properly lies in the mission design.
Most of the missions in games are hopelessly boring and amount to go there kill that, get the mcguffin, clear the dungeon and talk to whoever.
With a bit of dynamism and simulation you can do much more. Lets say your mission is to hunt a character, lets say there is a bounty. In most RPGs you would get a quest marker to a location, you go there and you kill them or you die.
But you can do much more with this, first of you don't know where he is, maybe you know a general direction but he can move around. What do you know about him? Maybe you know he is a bandit so most likely he attacks caravans and stuff. Maybe you ask around and hear about any attacks around the road or maybe you join a caravan as a bodyguard in the hopes of being attacked. Lets say along the road you find an ambush of bandits. Maybe you kill everyone and the target is among them, maybe you should leave a bandit alive and ask about your target, maybe your target now knows he is hunted and is more careful so you have to put even more effort.
Can this kind of thing be done procedurally? I am pretty sure, and it can even have a number of modifiers. Who is the character? Maybe he is a spy and you have to get a document he has, his behavior can change depending on various factors, requiring more through investigation and a creative approach to problems.
Or you could be the hunted, having to bypass patrols of powerful factions and infiltrate locations. The AI could try to find you, predict where you would go and lay ambushes.
Another idea is to have a strategic simulation level where the AI plays a strategy wargame(like Mount and Blade) but you are still at most a party with limited options that can only follow the AI's movements, impede a little or try to find opportunities and exploits so you can capitalize on its weakness.
Outside of forms of direct character combat power, status, infamy, money and relations with people of power and influence can tip the scale enough for one of your gambits to work. Assassinate the right person and the house of cards can crumble just like in a game like Crusader Kings. Poison the drink of the commander of an army and the battle next day might not go so well.
Crusader Kings, Hitman, Silent Storm, Age of Empires. Games with systems you might not think have anything to do with RPGs.
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