JarlFrank
I like Thief THIS much
As you might already know, I'm creating the Best RPGs Ever [TM] in my mind, and I have pretty much ideas, and pretty nice ones at that. And all of them with some different concepts and different approaches on RPG design. And one thing I noticed was that the scale of the game really depends a lot on the overall design idea.
Now, if you have a sandboxy game like Darklands or Elder Scrolls, the world should be huge. It should all be on a large scale. Story-based games should be more focused, playing out on a smaller area. But what's the best scale for an RPG? Should there be huge worlds for one kind of RPG and small ones for the other, or is there a golden middle? And what problems does scale bring with it?
For one, a larger scale also means a lot more work. If you want to fill a game as huge as Daggerfall with content, you either need to work and write a lot, or include some system that generates quests randomly so you won't run out of things to do while exploring the overly large world. Small gameworlds can be more focused, you can put a lot more content on a smaller space, but it also has one downside: the world feels linear and limited when it is too small.
But what is the best territory size for a game? Well, in one of my RPG concepts I had an interesting idea. A world as huge as Daggerfall, but only parts of it filled with lots of content, while wilderness parts are mostly randomly generated, and many dungeons, too. Add a lot of content in the towns and quest areas, and let the other parts of the world be procedually generated. That way you can have both a focused game which still offers a lot of exploration freedom. Basically similar to Arcanum, but with a better-looking landscape and more interesting places in the wilderness [procedual generation can create some good stuff, too, as we can see in Dwarf Fortress].
Well, what's your thoughts on the scale of an RPG? Small and focused or large and wide-spread?
Now, if you have a sandboxy game like Darklands or Elder Scrolls, the world should be huge. It should all be on a large scale. Story-based games should be more focused, playing out on a smaller area. But what's the best scale for an RPG? Should there be huge worlds for one kind of RPG and small ones for the other, or is there a golden middle? And what problems does scale bring with it?
For one, a larger scale also means a lot more work. If you want to fill a game as huge as Daggerfall with content, you either need to work and write a lot, or include some system that generates quests randomly so you won't run out of things to do while exploring the overly large world. Small gameworlds can be more focused, you can put a lot more content on a smaller space, but it also has one downside: the world feels linear and limited when it is too small.
But what is the best territory size for a game? Well, in one of my RPG concepts I had an interesting idea. A world as huge as Daggerfall, but only parts of it filled with lots of content, while wilderness parts are mostly randomly generated, and many dungeons, too. Add a lot of content in the towns and quest areas, and let the other parts of the world be procedually generated. That way you can have both a focused game which still offers a lot of exploration freedom. Basically similar to Arcanum, but with a better-looking landscape and more interesting places in the wilderness [procedual generation can create some good stuff, too, as we can see in Dwarf Fortress].
Well, what's your thoughts on the scale of an RPG? Small and focused or large and wide-spread?