Well, after having a huge party that turned into an orgy with twenty five local models... Ha, Ha... I sat down and re-designed American Hare.
I'm happy to say it is now manageable, although that comes with a cost. It is more RPG-like now as opposed to the choose your own adventure style it carried previously. The entire backstory is written in a neat timeline, so the answer is
yes unlike the writers of Lost I do know where I'm going with this.
The main question here is, would this be something you could imagine playing and enjoying?
Name system
Your name is dynamic, and you can pick up new names during your travels based on what people call you. It goes with the whole amnesia thing.
Skill system
You choose either level 1, level 2, or no level in each of the three skills before you start. You have four points to spread around. Since there are so few skill levels, and since you cannot gain points, each level is extremely significant.
- Mind affects overall intelligence. No level and you're an idiot.
- Body affects strength and agility. No level and you're a weakling.
- Focus affects overall skillfulness and ability with technology. No level and you miss out on a lot of varied options.
Dialog class system
The game changes based on how you respond to the world. The overarching paths are still good, bad, and crazy. You've seen the examples before and this hasn't changed much. You can find your good self becoming a dealer of justice through death. The main thing is, don't play like you play other RPGs.
Job system
This is probably the biggest change. Each job or career provides connections and a way to travel around the world. While loosely tied to the core story, they are more similar to traditional RPG jobs than completely seperate paths. This gives way to a central main story. The jobs are migrant farming, missionary work, and circus performing.
Locations
The amount of cities and countries has been revised a bit. You can visit Mexico, Guatemala, Honduras, Belize, El Salvador, Nicaragua, Costa Rica, Panama, Jamaica, and Arizona. Most of Central America is open to you now, even though some countries have more visitable locations than others.
Recruitable characters
You could say they are a replacement to the old job system. Althought not as significant, they do alter the story line. The three recruitable characters are Rafael, Juan Carlos, and Yvonne. It's hard to describe them without describing the story, which I'll briefly say involves you trying to discover your origins and a Mayan evolutionary secret. Rafael gives you a more social experience with the world, Juan Carlos is interested in the Mayan discoveries, and Yvonne is tied to the seedy and impoverished side of the world.
The real NPC
Games don't really have true non-playable characters. Sure there are characters, but nothing on a level that can compare with the PC. In light of this, I give you Tex. He's mostly independent from the main story even though he can alter, significantly in a few places, it if you get involved with him. Your actions will drastically shape his personality, but he will make descisions on his own off-screen.
Dialog and Actions
I haven't decided on which format I should use - the Mass Effect choice style I have been using in the examples, or a more traditional approach. Here's the two compared in the same scenario, and I'll let you guys decide. Keep in mind that this is not actual text from the game, but something I threw together as a rough example.
Traditional style said:
The old priest looks down at you. His face is calm, collected. No muscle seems to be moving.
Priest: "It is unfortunate that so many try to escape the core principles of our teachings and continue to modernize themselves. You know God looks down upon these actions."
- "Tell me, what do you think we should do?"
- "That's why I come to you proposing a new plan, señor."
- "Father, you know it is blasphemy to assume what God is thinking."
- "We can attempt to change the situation, but we must still show respect to those who think differently."
You stand up and stare in the old man's eyes.
You: "Father, you know it is blasphemy to assume what God is thinking. How can we possibly know his intentions? We should not be quick to judge here. It could very well be intended as another test against the strength of our faith."
New style said:
Priest: "It is unfortunate that so many try to escape the core principles of our teachings and continue to modernize themselves. You know God looks down upon these actions."
- Ask him what should be done
- State your plan
- Scold him for being impetuous
- Try to reason with him
You stand up and stare in the old man's eyes.
You: "Father, you know it is blasphemy to assume what God is thinking. How can we possibly know his intentions? We should not be quick to judge here. It could very well be intended as another test against the strength of our faith."