thought of another thing i enjoy.
being able to go or do what i want. no linearness. kind of like skyrim if you will. except being able to kill anyone lol or not having to do the storyline if i wish not to.
i do realize thats prolly really complicated.
Though I do like the "idea" of this, I haven't seen a game pull it off to my liking. Not even Skyrim pulled this off to the extent that I'd like (but mods can get it there; it's just too much hassle to sift through them and check them all out, imo). In view of this, there's absolutely no way I could do a game like that on my own; it would be a shallow and bland experience.
That said,
I plan to allow the player to have control over the situations that arise; control over if/when they happen and control as they happen. This, as opposed to most JRPGs that pretty much force you to play along and you're ultimately powerless to choose how to save the world (because that's usually what you do). Even though you are usually a leader of a party, your choices as a leader are ultimately made up for you, so it's hardly a choice at all and it makes you more like a follower rather than an actual leader; story-wise, you are just as powerless as everyone else. But I say, for an example, why not let the player even have the choice to go after the main antagonist at the very beginning? Sure, you'd die, but the freedom to do this gives the player proper control to make that choice on his/her own. I plan to allow this kind of thing in my RPG by using what I call a "plot controller" which basically keeps track of key world/character statuses. That's the best I can explain in so few words, and I understand that it's quite ambitious to do alone (yet still not as much as having no linearity), but I can pull it off with enough work and thought. If anyone has any thoughts or questions on this, feel free to voice them.
I like expansive villages and towns full of secrets, cool npcs and shops. There's nothing quite like finding stronger weapons and armor for sale in each new town.
I'm trying to go for quality first and quantity second. I'd like to make every NPC matter as opposed to simply being there as some sort of filler to make the world seem more alive or something. I will be thinking more about large cities; I haven't given that area much thought. I expect most populated areas will be fairly small, but it looks like I will be having a handful of massive cities as well, which will likely be the more technologically advanced areas. As far as secrets go: I myself love discovering secret areas. I've already got some nice ideas noted in my game design documentation.
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Btw,
what do you guys think about character cameos, references to various media (movies, other video games, tv shows?), or memes? I will DEFINITELY have a few Zelda references in the game. That is for sure. I've literally got a list of 40+ ideas for cameos/references already. I was just wondering if other people enjoy them as much as I do? Of course, they are mainly enjoyed when you know the source; if it was part of your childhood, or something that is memorable for you. I'm aiming to make all of these ideas fun/interesting whether the source is known or not, because people can't be expected to get every reference.
Some questions about crafting and extensive cosmetic customization:- Do you like the idea of crafting/modifying items, armors, weapons, etc.?
- If so, what options would you like? How do you envision crafting to work in an RPG? How much freedom would you like in the area of crafting?
- What do you think about having the ability to create your own pixel-by-pixel designs and to be given the ability to change your character's look with them?
- Would you like to be able to, for example, design your own texture for the blade of one of your swords? Or maybe design your own tattoo and place it almost anywhere on your character?