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Your dream RPG

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IncendiaryDevice

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And you can dream about things you've never encountered before can you?
How did humanity get out of the caves if we couldn't?

It's called standing on the shoulders of others.

A monkey sees another monkey drop a stone and it cracks open a nut. Said monkey uses stone to open a nut. Another monkey sees this and fashions a stone so it's more efficient at cracking a nut. Stone and nut technology then stagnates until monkeys need to crush lots of stones at once on a regular basis or until there's a reliable trade in fashionable nut crackers.
 

V_K

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Yeah, and apparently at some point in history someone saw a fairy flying to the moon - otherwise how would one dream of colonizing other planets.
 

Cael

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Yeah, and apparently at some point in history someone saw a fairy flying to the moon - otherwise how would one dream of colonizing other planets.
Well, there is a good reason why we have the song "Lucy in the Sky with Diamonds"...
 
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IncendiaryDevice

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Yeah, and apparently at some point in history someone saw a fairy flying to the moon - otherwise how would one dream of colonizing other planets.

I can tell you lack some basic concepts that will result in you making ever more absurd face-saving attempts, suffice to say that the early monkeys who saw fairies fly to the moon decided to invent Gods as a result, whereas the monkeys who invented telescopes and other viewing devices decided to discuss the notion of planets.

But lets cut the crap already. You're so determined that we should all suddenly become Gods of originality, how about you set an example of what you're talking about? Deal?

Please, tell us about something truly original for RPGs...
 

Darkzone

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And you can dream about things you've never encountered before can you?
How did humanity get out of the caves if we couldn't?
That is not the reason. In most dreams (sleeping) people only process their perceived things and emotions in different dimensions with recombined elements. Dreaming as in imagination does the same but it shifts contious and controlled the known factors (abstracted) to other dimensions. This is rarely productive at first, because this is rarely based on reality as in physicis and mechanics of this dimensions.
As an example:
If you would ask a 17century sailor how to travel to the moon. He wouldn't imagine a rocket that would take him to the moon, but he would imagine a very light ship that is taken by very strong winds above the sky to the moon.
In the early 19th century he would speak about a balloon and in the late 19th century he would talk about a giant cannon that shoots the people to the moon.

It's called standing on the shoulders of others.
A monkey sees another monkey drop a stone and it cracks open a nut. Said monkey uses stone to open a nut. Another monkey sees this and fashions a stone so it's more efficient at cracking a nut. Stone and nut technology then stagnates until monkeys need to crush lots of stones at once on a regular basis or until there's a reliable trade in fashionable nut crackers.
"If I have seen further it is by standing on the shoulders of Giants." (Isaac Newton ~1676)
Nanos gigantum humeris insidentes. (Bernardus Carnotensis)
Yes this is the answer to "How did humanity get out of the caves if we couldn't?" , but it is more complicated and "try and error" was the guiding principle.
 

V_K

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And you can dream about things you've never encountered before can you?
How did humanity get out of the caves if we couldn't?
That is not the reason. In most dreams (sleeping) people only process their perceived things and emotions in different dimensions with recombined elements. Dreaming as in imagination does the same but it shifts contious and controlled the known factors (abstracted) to other dimensions. This is rarely productive at first, because this is rarely based on reality as in physicis and mechanics of this dimensions.
That is all beside the point. Obviously when you say "dream RPG" you don't mean an RPG you dreamt up while sleeping, but rather an RPG that doesn't exist, but you really want to exist (see second definitions for both noun and verb in Oxford Dictionary). ID claims that you can only dream (i.e. will into existence) of things you've already encountered - but that's absurd. Desire doesn't really distinguish between real and imagined objects. You may dream to fuck that girl you fucked once but she moved towns, or a porn actress you only saw in some videos, or a completely imagined non-existing girl - it makes no difference for the mechanics of dreaming.
Now, getting back to the caves example, to invent a house, humanity would have had to dream about better accommodation first - something it had no prior encounters with. If they were satisfied with living in the caves, they would still live in the caves. And if they couldn't imagine that better housing than caves was possible, no trial-and-error would even start, so they'd still live in the caves. However you theorize the process of invention (and it doesn't really boil down to any one mechanism), the concept of "artificial human habitat" had to be imagined first.
 
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IncendiaryDevice

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And you can dream about things you've never encountered before can you?
How did humanity get out of the caves if we couldn't?
That is not the reason. In most dreams (sleeping) people only process their perceived things and emotions in different dimensions with recombined elements. Dreaming as in imagination does the same but it shifts contious and controlled the known factors (abstracted) to other dimensions. This is rarely productive at first, because this is rarely based on reality as in physicis and mechanics of this dimensions.
That is all beside the point. Obviously when you say "dream RPG" you don't mean an RPG you dreamt up while sleeping, but rather an RPG that doesn't exist, but you really want to exist (see second definitions for both noun and verb in Oxford Dictionary). ID claims that you can only dream (i.e. will into existence) of things you've already encountered - but that's absurd. Desire doesn't really distinguish between real and imagined objects. You may dream to fuck that girl you fucked once but she moved towns, or a porn actress you only saw in some videos, or a completely imagined non-existing girl - it makes no difference for the mechanics of dreaming.
Now, getting back to the caves example, to invent a house, humanity would have had to dream about better accommodation first - something it had no prior encounters with. If they were satisfied with living in the caves, they would still live in the caves. And if they couldn't imagine that better housing than caves was possible, no trial-and-error would even start, so they'd still live in the caves. However you theorize the process of invention (and it doesn't really boil down to any one mechanism), the concept of "artificial human habitat" had to be imagined first.

Yeah yeah, yeah, blah, blah, blah

Now actually provide us with an example of originality for an RPG, staller.
 

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The Elder Scrolls IV: Cyrodiil

Building on the success of The Elder Scrolls III: Morrowind, TES IV: Cyrodiil will ameliorate its weaknesses while retaining, and perhaps even improving, its strengths:
  • Dungeons will be larger and more complex generally, with more on the level of Arkngthand or Kogoruhn
  • A much larger amount of unique dialogue, especially for important NPCs, and no voice-acting in dialogue mode
  • More quests will have alternative outcomes, with story-based C&C
  • The setting will be the Imperial City and a limited section of the Imperial Province around it, allowing for a reasonable scale (architecture: Roman, Romanesque, Byzantine, Gothic)
  • 3 political factions will be joinable and offer a large number of quests, while not being particularly suited to any one character type
  • Aside from the political factions, there will be the Imperial Legion, Imperial Cult, Fighters Guild, Mages Guild, Thieves Guild, and Dark Brotherhood as joinable factions
  • The main quest will follow directly from the resolution to the main quest of Morrowind, will actually make sense, and will be substantially less than completely linear
  • The system of character progression/customization will be expanded and improved
  • Even less creature/item leveling than existed in Morrowind
  • More logistics, to enhance exploration
  • Some improvements to the combat system, without making it action-based
  • Stealth will be considerably improved by modelling it on the Thief games, with more interesting quests for the stealth-based factions/guilds than existed in Morrowind
  • As in Morrowind, there will be no minigames, no quest compass, at least 27 skills, an interface designed for computers, statistics-based combat, etc.

As someone who still has a soft spot in his heart for Morrowind, this post hit me right in the feels :negative:
 

Darkzone

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And you can dream about things you've never encountered before can you?
How did humanity get out of the caves if we couldn't?
That is not the reason. In most dreams (sleeping) people only process their perceived things and emotions in different dimensions with recombined elements. Dreaming as in imagination does the same but it shifts contious and controlled the known factors (abstracted) to other dimensions. This is rarely productive at first, because this is rarely based on reality as in physicis and mechanics of this dimensions.
That is all beside the point. Obviously when you say "dream RPG" you don't mean an RPG you dreamt up while sleeping, but rather an RPG that doesn't exist, but you really want to exist (see second definitions for both noun and verb in Oxford Dictionary). ID claims that you can only dream (i.e. will into existence) of things you've already encountered - but that's absurd. Desire doesn't really distinguish between real and imagined objects. You may dream to fuck that girl you fucked once but she moved towns, or a porn actress you only saw in some videos, or a completely imagined non-existing girl - it makes no difference for the mechanics of dreaming.
To stay true to my dream as imagination and its definition a Dream RPG is an RPG with different to us known elements, that we would combine in different meaners, like: TB with 10APs, Wasteland 1 ability lerning ands skill points system that modifies the DnD 5th edition character system that would be classless, none linear story, editable PCs with different backgrounds as in DOS2 for different NPC responses, Dark Sun setting, isometric view in 3d with realistic character and weapon models. (Desired / Dream (imagine) RPG)
This recombined elements are known to us from different computer games and generes and nothing is new there. This ability to recombination of factors and abstraction to certain factors is also responsible for our competition avoidance for enhanced survival.
Yes we can dream (sleeping and imagatory) of humans that we even have never encountered, like the dream fuck girl (desired / imagined). But this due to our ability to recombine the facial and body features (factors) that we have seen on different people and different possible actions (factors).
Therefore this is very correct:
"Desire doesn't really distinguish between real and imagined objects. You may dream to fuck that girl you fucked once but she moved towns, or a porn actress you only saw in some videos, or a completely imagined non-existing girl - it makes no difference for the mechanics of dreaming."

Now, getting back to the caves example, to invent a house, humanity would have had to dream about better accommodation first - something it had no prior encounters with. If they were satisfied with living in the caves, they would still live in the caves. And if they couldn't imagine that better housing than caves was possible, no trial-and-error would even start, so they'd still live in the caves. However you theorize the process of invention (and it doesn't really boil down to any one mechanism), the concept of "artificial human habitat" had to be imagined first.
We were nest makers before we were cave dwellers. Very few people lived in caves, we find only remnants in caves because they preserve good the remnants by isolation from the environment.
And from the nests we have in succession build better and better accommodation due to the ability of abstraction and recombination and better and better tools. Mostly we repeated to us known things, because you got to have the resources for an "try and error" or we came to a breakthrough by accidentally stumbled upon it, like metallurgy. The isolated populations have made very little advancement before (mostly) europeans came to them, and that was not because of lack of imagination but due to lack of push and pull factors and visibles examples.
"Artificial human habitats" is an example of expanding ideas (recombination and translation to differnt dimensions). I have a recomendation for you on this topic and it is one of my beloved youtube channels: Isaac Arthur. (Thursday is Isaac Arthur day.)
 
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V_K

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To stay true to my dream as imagination and its definition a Dream RPG is an RPG with different to us known elements, that we would combine in different meaners, like: TB with 10APs, Wasteland 1 ability lerning ands skill points system that modifies the DnD 5th edition character system that would be classless, none linear story, editable PCs with different backgrounds as in DOS2 for different NPC responses, Dark Sun setting, isometric view in 3d with realistic character and weapon models. (Desired / Dream (imagine) RPG)
This recombined elements are known to us from different computer games and generes and nothing is new there. This ability to recombination of factors and abstraction to certain factors is also responsible for our competition avoidance for enhanced survival.
See, here's the problem (and now I recognize that it's the same problem with ID's reasoning): you do not distinguish here between cross-domain transfers (analogies, metaphors) and within-domain transfer. There's some research supporting the association between originality and cross-domain transfers. Take velcro for example: Mestral took a principle from one domain (wild nature) and applied it to a completely different domain (clothing), creating something that hadn't existed before in the process. Now, if you just take a blazer and substitute buttons with a zipper (within-domain transfer), that just wouldn't have the same level of originality as velcro was when it was invented.
So what I'm saying is that most of the "dream RPGs" in this thread are just blazers with zippers: ideas are taken almost exclusively from other RPGs (as opposed to other media), and the sources for these ideas are almost universally obvious (i.e. no obscure RPGs mentioned).
Now actually provide us with an example of originality for an RPG, staller.
I've already said in an earlier post:
If an idea is original, it's generally rather evident and doesn't require long elaboration. There were a couple of those here (e.g. "noir RPG")
hardboiled noir-rpg, where you play as a private eye, with multiple ways of obtaining evidence and drawing conclusions, with your efficieny at various aspects( forensics, funding, correspondence etc.) affected by the employees you contract.
Groundbreaking? No. Hasn't been done in RPGs before? Yes (to my knowledge at least).
 

Sloul

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Posted on another thread some times ago.

Setting War Wind

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Falloutesque gestion/strategy/rpg game with a lot of exploration and diplomacy (Ă la MoM, Civ4). Basically something wild, huge and pretty much alien.
So here, think of Jagged Alliance (with modern mechanics of CoH), meet open map, meet intense character creation, meet magic, meet aimed shot, meet neo-scavenger.
RtWp.
 

Darkzone

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See, here's the problem (and now I recognize that it's the same problem with ID's reasoning): you do not distinguish here between cross-domain transfers (analogies, metaphors) and within-domain transfer. There's some research supporting the association between originality and cross-domain transfers. Take velcro for example: Mestral took a principle from one domain (wild nature) and applied it to a completely different domain (clothing), creating something that hadn't existed before in the process. Now, if you just take a blazer and substitute buttons with a zipper (within-domain transfer), that just wouldn't have the same level of originality as velcro was when it was invented.
Yes i do not destinguish between cross-domain and within-domain transfere, because it is one just one factor in my n-dimensional vector. Velcro is a good example of transfare of known factors: Thistle sticks to clothing. Clothing can made stick to each other ,like thistle is sticking to clothing. Exchange thistle with clothing and the rest is history.
The ziper on the other is a marvel of a thought process, because something like that was not known in nature (only microscopic structures show similarites to a zipper) at the time of the invention of the zipper.

Edit: Not thistle was the catalyst for development of Velcro, but burdock.

So what I'm saying is that most of the "dream RPGs" in this thread are just blazers with zippers: ideas are taken almost exclusively from other RPGs (as opposed to other media), and the sources for these ideas are almost universally obvious (i.e. no obscure RPGs mentioned).
Yes that is true, but keep in mind that at the beginning most of the cRPGs emulated tabletop gaming and "pen and paper" RPGs and copied eachother while adding new elements: Bards Tale copied Wizzardry and added known new elements. We don't know what element we should add from other media to enhance the experience, because it was also mostly done before. And only a new paradigm like the VR and AR can enlarge the vector n-dimensionality of the cRPG, while probalby adding nothing new that would be awsome for the cRPG genere. So yes in future you could have a robotic pussy around your dick to fuck the elf princess, but i don't know if this will change the cRPG experience or just be a gimick for sexual fustrated nerds. I think it is still better than being fucked by the orc in the arse. And i on the other hate i nowaday if someone brings sex to the pnp RPG session, and i also haven't romanced anyone in any cRPG in the recent times.
 
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IncendiaryDevice

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Now actually provide us with an example of originality for an RPG, staller.
I've already said in an earlier post:
If an idea is original, it's generally rather evident and doesn't require long elaboration. There were a couple of those here (e.g. "noir RPG")
hardboiled noir-rpg, where you play as a private eye, with multiple ways of obtaining evidence and drawing conclusions, with your efficieny at various aspects( forensics, funding, correspondence etc.) affected by the employees you contract.
Groundbreaking? No. Hasn't been done in RPGs before? Yes (to my knowledge at least).

So your idea of originality has no effect on the concept on an RPG, what an RPG is, what the mechanics are, how you play it or anything whatsoever original, you think putting an RPG in a lesser used genre is 'originality'. Bwahahaha, glad we sorted all that out. Cretin.
 

JarlFrank

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To bring some originality into the thread. Once I've created the game described in this post, I'd re-use the engine and gameplay systems for games in other settings, which would include:

- An early modern fantasy RPG that starts out in a country with 17th century tech, where you'll have to flee from early in the story and get a ship and become a pirate. The turn-based land combat would be joined by RtwP ship combat (ship combat would work better in RtwP because of being more dynamic, with ships constantly moving and never being static), you'd have to manage supplies on your ship and manage your crew which you have in addition to your core 6 character party. You'd explore an exotic area filled with interesting cultures based on Central American, Polynesian and African native cultures, and each of these cultures would have their own magic following a unique magic system, and of course NPCs from these cultures can be recruited to your party so recruiting a mage from tribe X will give you a completely different character to a mage from tribe Y. Exctiting ship to ship combat, crawling through exotic dungeons filled with strange creatures that aren't anything like standard fantasy ones, and gaining enough money and power so you can return to your homeland and take revenge on those who forced you to flee. Also, a massive amount of interesting renaissance weapons to use, such as pistol-axes, pistol-swords, pistol-halberds... pretty much a dozen different melee-weapon-plus-pistol combinations, exotic weapons such as blow darts, atlatls, obsidian swords, etc etc. And since mounted combat is in, you can encounter cool shit like zebra and elephant riders in the African styled regions of the game. If you want you can LARP a conquistador and attack all the native tribes with your heavy steel armor and gunpowder weapons, while they defend themselves with stone-age weaponry and nasty tribal magic.

- A sword-and-planet/oldschool pulp scifi RPG which uses the established gameplay of the previous two games for planetary exploration and combat, and transports the real-time ship combat from the second game... into SPACE! Yes, FINALLY a sci-fi RPG that combines planetary exploration with actual space battles, like only few games did before (only one that comes to mind is 1992's Planet's Edge)! Even better, since budget is infinite in this hypothetical "dream RPG" scenario, the space combat can be toggled between real time and turn based. Real time is more dynamic for space battles, of course, with ships constantly moving, and you can send out small fighters to attack the enemy ships, and of course you can send a shuttle into an enemy ship's hull breach and attack them with an away team, trying to capture the ship. Extremely exciting space battles where ships are constantly on the move, fighter ships fly around at high speeds performing bombing runs against the larger ships in the attempt to disable their weaponry (of course each ship system can be damaged and disabled seperately), and you might even have to fend off enemies who are boarding your ship while you're simultaneously fighting in space too! The world would be made up of a handful of solar systems, each solar system having one or two habitable planets that are inspired by oldschool 70s and 80s scifi-fantasy art. Half-naked barbarian queens ruling over a tribe of dinosaur-riding amazons! Planets filled with sentient man-eating plants! Strange landscapes of blue dunes under a violet sky! An incredibly diverse hostile wildlife that is different and unique on every planet!

- A modern urban fantasy RPG in a contemporary world with magic existing but most people not knowing about it. Storyline would start you off as a normal dude/dudette who discovers magical powers later in the game and can develop them. Magic system is like in the first game described in my first post in this thread (linked above), with elemental magic that is seperated into male and female elements, and magic-users requiring direct contact with their element in order to cast spells. Which is way more difficult in a modern urban environment, because where is a female spellcaster, who needs to have her bare feet in direct contact with earth, going to draw power for earth magic from? Gardens and parks will be the only places she can reliably use her magic! Also, the story will focus on you fighting against magic-using organized criminals, basically the mage mafia! Lots of cool spells that require certain environmental properties to use effectively, and also lots of modern gun porn: handguns, assault rifles, bolt-action rifles, SMGs, etc etc, and each weapon will act differently. Combat will essentially be a more complex JA2 with magic added to the mix. And even better, this game will expand upon the gameplay of the previous games by allowing you to interact with every single object in the game and equip everything as a weapon! Perfect game for playing on Twitch and making memes from, because you can just derp out and do anything! Buy a burger at the fast food restaurant, equip it as a weapon, and throw it in the face of a random guy for 0 damage (because it's a burger, what did you expect?)! Take off your underwear in public, equip is as a weapon, and slap people for 0 damage until the police arrives! Get into a bar brawl and use chairs and bottles as improvised weapons! In a firefight, kick over a table to use as cover, but still take damage from enemy shots because higher caliber bullets easily penetrate the table! Take a computer screen from the desk and smash it over the nearest enemy's head! Freely interact with every single object in the environment! Every object will have its own properties that make it behave realistically and dynamically (say, any object made of glass will have the "fragile" property, all fluids will have the "fluid" property and can be frozen when put into a freezer which turns them solid, etc etc). Hours of fun with just experimenting with the interaction, and extremely fun tactical combat in a fresh and rarely seen setting, too!


So basically... please, just give me endless money so I can make awesome and fresh RPGs.
 

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So your idea of originality has no effect on the concept on an RPG, what an RPG is, what the mechanics are, how you play it or anything whatsoever original, you think putting an RPG in a lesser used genre is 'originality'. Bwahahaha, glad we sorted all that out. Cretin.
Well, it was already quite obvious that reading comprehension isn't your strong suit. Nor is logical thinking.
 
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IncendiaryDevice

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So your idea of originality has no effect on the concept on an RPG, what an RPG is, what the mechanics are, how you play it or anything whatsoever original, you think putting an RPG in a lesser used genre is 'originality'. Bwahahaha, glad we sorted all that out. Cretin.
Well, it was already quite obvious that reading comprehension isn't your strong suit. Nor is logical thinking.

Like I said. Cretin.
 

nikolokolus

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Ideal RPG? For the moment I'll say that I don't care about genre or subject matter, but if some developer could ever crack the nut on how to get an AI GM to "create" games that are as (or nearly) adapative as a real PnP GM then you'd really be on to something.
 

Shinji

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I would be happy with a mix between Realms of Arkania and Darklands.

But ideally, I wanted modern RPGs to focus on creating a simulated world.
And by this I don't mean day/night cycle and NPCs with daily routines that consist only of walking the same path every day. But an ever-changing world, in a way that events happen without your input, resulting in a lot of variation. But this would require a very powerful AI -- less focus on graphics, more on systems.

I believe the true evolution of RPGs would be to focus more on the world and NPCs, and not the player, which is the modern standard. Though too much of that would result in a simulation, not necessarily a game (i.e. focus is not entertainment), thus some balance is required.
 
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Harry Easter

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Dream RPG to play? None, because I found mine last year.

Dream RPG to make? Hmm, something with Vampires but recently I found that the Hellboy-Universe could make an awesome RPG. Here's why:

- You could play agents of the B.R.P.D. ( a paranormal agency, that solves mystery and monsters), who either is normal human or has some supernatural talents (medium, knows about magic, punches people hard because grandpa was a troll) and it can work either as an CRPG with a party of four to five people.

- It has all the cool monsters: Mythological Beasts, Great Old Ones, weird mutants from other dimensions and Aliens (maybe?). Also: punching Demons and Nazis never gets old.

- Starting in the late 1940ies, the game can take place in any time period and be either an occult-spythriller (B.R.P.D. 1948-1991), something like X-Com (starting with "Plague of the Frogs") or even a post-apocalyptic RPG (B.R.P.D: Hell on Earth)

- Thanks to the Lore and lots of Hyperborean technology, there would also be enough room for powerful loot and even some crazy Steampunkrobots.

- Combat would be turnbased. Makes more sense in my mind and I personally had the most fun with turnbased RPG's.

- If I could choose a scenario, I would send the agents into eastern Europe, where they first fight a horde of Vampires, then Frankenstein-Monsters and something hyperborean in the end, or "tuesday", how the bureau calls this :D.
 
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Nyast

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Hmm..

In terms of world, I would take something like Ultima 7. A huge open non-linear map with varied and interesting locations, some that cannot be reached until you solve some quests. Big dungeons spawning multiple underground levels that are tied to the story, with unique treasures/loot. But most importantly: like in U7, lots of interaction with the environment, lots of items ( mostly for decoration/every day life) but that you can still interact with or take. An AI that reacts dynamically to unscripted events and player presence. NPCs following their life/schedule. Single player, first-person with third-perso optionnal ( not isometric ). No cinematics shit or walls-of-text descriptions or hour-long conversations - keep everything short and to the point.

And of course, unlike U7, proper RPG elements and a user-based skill / experience system, character progression, good real-time combat ( Kingdom Come could be a good starting point ), interesting spells & magic ( rune-based like in Underworld or Arx Fatalis maybe ), multiple characters in the party. The world itself does not have to be that original - a typical fantasy setting, with a few twists, would work well for me. 100 hours of game lenght at least.
 

Agesilaus

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Hmm..

In terms of world, I would take something like Ultima 7. A huge open non-linear map with varied and interesting locations, some that cannot be reached until you solve some quests. Big dungeons spawning multiple underground levels that are tied to the story, with unique treasures/loot. But most importantly: like in U7, lots of interaction with the environment, lots of items ( mostly for decoration/every day life) but that you can still interact with or take. An AI that reacts dynamically to unscripted events and player presence. NPCs following their life/schedule. Single player, first-person with third-perso optionnal ( not isometric ). No cinematics shit or walls-of-text descriptions or hour-long conversations - keep everything short and to the point.

And of course, unlike U7, proper RPG elements and a user-based skill / experience system, character progression, good real-time combat ( Kingdom Come could be a good starting point ), interesting spells & magic ( rune-based like in Underworld or Arx Fatalis maybe ), multiple characters in the party. The world itself does not have to be that original - a typical fantasy setting, with a few twists, would work well for me. 100 hours of game lenght at least.

Many of those improvements are offered by Teudogar: http://www.teudogar.com/

An expanded version of Teudogar set in the Hellenic world roughly 400 years prior would be great.
 

fantadomat

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Location
Bulgaria
I would like to do something like Vampire,a lot of dark mystical motives,a lot of mythology and different supernatural things. Will be go more heavy on the writing and the settings and less on the combat. Heavy skill orientated with a lot of investigations and side things to do. Won't go heavy on a main story,more of a case by case set in the same hub/city,the main story will be more of thing that you uncover along the way and not a check mark in a quest log. The main point will be to live life as normally as you do,keep on working and making money trough your work. Will try for a real meaningful dialogue and a lot of dialogue options and skills effecting it. Different types of playthrough for the different creatures/clans you chose to play as. The most important thing will be the heavy atmosphere of night and darkness. Also will try to go some deep and scary shit with a more realistic settings,exploring the human darkness as well as the supernatural darkness. Magic will be more of the long ritualistic and madness inducing kind and not the finger sparkle.


Another game i would like to make will be an fantasy action rpg set in original and different world filled with new races and a few old. Would like to do world where you have clash of different cultures,religions,ideas and empires. Big map a lot of exploration,lots of skills,no pointless fluff collectables,lot of different factions. It sounds pretty generic i do want to make a very logical about the way all the things are connected,real reasons for slavery, racial hate and cultural differences.More or less i want ot make a real world not some generic shit that all you get for choosing your race is a bunch of stats points. Would like to make the player actually dislike his enemies because of their views and not just simply doing it for the loot. Also i will go punish sjws a lot in the game,no good ending for their faction/nation :lol:. Shit,writing this makes my imagination go wield,already thinking about races and nations.
 

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