Re: Computer Role Playing Games: How would you design one?
My game, ideally, would be half-way between a classic, Square-style console RPG and a point 'n' click adventure game. A rigorous, undeviating plot where no "mistakes" except death can be made, strong, predefined characters with a linear (but possibly multipath) character progression, a single unambigous ending. The focus would squarely lie on character interaction, quirky, lateral-thinking puzzles and tactical action combat with as many ludicrous end bosses as possible.
Bascially, the boredom, repetition, stupid complicated rules, ill-written dialogue and fill-in-the-blanks characters that marr practically all CRPGs would be stripped away to be replaced with a lush, funny and easy-to-play world where you're unencumbered by numbers and statistics and skills and nonsense, and where the challenge lies mostly in knowing how to tackle puzzles and monsters correctly. A certain linearity is inevitable, but generally a mixture of on-the-rails sections (the whole first episode or so) and episodal areas with multiple, in-any-order-you-chose-or-partially-completable semi-linear quests chosable in any order and with monster difficulty determined by your current level and equipment is to be strived for.
My game, ideally, would be half-way between a classic, Square-style console RPG and a point 'n' click adventure game. A rigorous, undeviating plot where no "mistakes" except death can be made, strong, predefined characters with a linear (but possibly multipath) character progression, a single unambigous ending. The focus would squarely lie on character interaction, quirky, lateral-thinking puzzles and tactical action combat with as many ludicrous end bosses as possible.
Bascially, the boredom, repetition, stupid complicated rules, ill-written dialogue and fill-in-the-blanks characters that marr practically all CRPGs would be stripped away to be replaced with a lush, funny and easy-to-play world where you're unencumbered by numbers and statistics and skills and nonsense, and where the challenge lies mostly in knowing how to tackle puzzles and monsters correctly. A certain linearity is inevitable, but generally a mixture of on-the-rails sections (the whole first episode or so) and episodal areas with multiple, in-any-order-you-chose-or-partially-completable semi-linear quests chosable in any order and with monster difficulty determined by your current level and equipment is to be strived for.
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