Sustenus Paul
Novice
- Joined
- Dec 13, 2002
- Messages
- 29
Some people might say the key to a good RPG is to give the players as many options as possible. I'd say this is true as far as it goes, but would instead say the key to making an RPG someone enjoys is to give him the option to do as many things he wants to as possible. Does that make sense, sort of? The former follows from the latter, unless you know everyone who will be playing the game well enough to tailor to their interests and leave out the options you knew none of them would take.
On the other hand, there are a finite number of options you can code for in development time. There are an even smaller number of options you can code for well in a finite development time. So, what options are most important to you?
Would you be willing to forgo, say, a decent thieving system, if it meant you could own property (ala Daggerfall)? Are NPC romances a neat feature or a sappy and overscripted distraction? Are lots of nifty opportunities for villainy absolutely vital for your gaming experience? Do you want your ultimate goal to involve "saving the world" (or something comperably epic), or are smaller, perhaps even entirely personal triumphs what rock your socks off?
On the flipside, are there any options you decidedly wouldn't want included? By this, I don't mean options you simply wouldn't take if offered, but which you simply wouldn't be comfortable knowing they were available. For instance, I know a lot of people were bothered by the fact that you could kill children in the two Fallouts, resulting in a bizarrely aged population in Arcanum. Anything like that upset you?
On the other hand, there are a finite number of options you can code for in development time. There are an even smaller number of options you can code for well in a finite development time. So, what options are most important to you?
Would you be willing to forgo, say, a decent thieving system, if it meant you could own property (ala Daggerfall)? Are NPC romances a neat feature or a sappy and overscripted distraction? Are lots of nifty opportunities for villainy absolutely vital for your gaming experience? Do you want your ultimate goal to involve "saving the world" (or something comperably epic), or are smaller, perhaps even entirely personal triumphs what rock your socks off?
On the flipside, are there any options you decidedly wouldn't want included? By this, I don't mean options you simply wouldn't take if offered, but which you simply wouldn't be comfortable knowing they were available. For instance, I know a lot of people were bothered by the fact that you could kill children in the two Fallouts, resulting in a bizarrely aged population in Arcanum. Anything like that upset you?