David Lancaster wrote:Very good idea, I would reward the player with new weapons and armor early on to combat the decreasing hp. This is going to be a more difficult game to make fun compared to just an action game because it requires the story to be part of the gameplay mechanic.
HanClinto wrote:Mene-Mene wrote:People love options, so if instead of rewarding them with power, one thing you could do is award them with another way to beat their enemy... However, you'll still need it to be a reward.
Excellent -- I'd like to run with this, and I like how you phrased it. This seems to be some of where Charlie was going with it -- we can reward the player with other options. Instead of needing to fight these enemies, perhaps we can give the player a teleportation ability to bypass them, or a musical instrument to lull them to sleep, or a ninja rope to swing over top of them.
samw3 wrote:I think this is a fantastic idea! Perhaps there should be an ongoing antagonist than berates him or give him advice that keeps him focused on the world. or.. maybe everyone does that.
samw3 wrote:It just came to mind that this might come across as promoting suicide. I wonder if there is a way to deal with that mindset.
ArchAngel wrote:Wow, I'm a bit blown away. I'm very excited to see what comes out of this.
JeTSpice wrote:Maybe there's a wide-spread disease among all the NPCs. it causes ordinary NPCs to react extraordinarily, bringing out their fundamental character. ... So you look for a cure, and you look for a way to be able to "see" who is who.
tireswing wrote:I would definitely keep the ingredients to the medicine close-by and easily attained. I would hate to fight through difficult battles and walk all the way back to the doctor, get my cure, and be worse off for it. While curiosity would probably carry the game for a while (especially if the world is interesting), eventually I think the player stops trusting the designer, since every time the player completes a task, he gets weaker.
tireswing wrote:Now, once the MP is introduced, I really like the idea and can see the game becoming very fun. All of the sudden, you become stronger. Yes, your HP is still reducing, but you trade that strength for a different kind of strength--which is in actuality a superior strength, making it even more fun than when you had superior health.
jesblood wrote:You know you could even change the type of enemies the protaganist fights over the course of his journey. In other words, the enemies in the beginning respond better to physical prowess, however, later as the game progresses the enemies gradually respond better to the spiritual instead. This would begin to make physical attacks meaningless and down right foolish. Just a thought.
jesblood wrote:...the cross was only the beginning of our salvation, not the end like so many believe.
jesblood wrote:Salvation in our lives isn't complete till after the trial in heaven
Do you not know that friendship with the world is enmity with God? Therefore whoever wishes to be a friend of the world makes himself an enemy of God.
Square Peg wrote:If you want to highlight the hostility between the world and the spiritual I would say that once the character receives the spiritual power they become shunned by just about everyone. Before people were willing to outfit him with armor and gear at lower costs, they would give him hints and tricks. Now he has really become alien to them, he makes them feel like aware of their shortcomings and they don't want the answer that he is finding.
Square Peg wrote:If you have set times where the players HP decrease it might be an interesting mechanic to have several situations where either a physical or spiritual solution to a problem can be found. After the dilemma the HP of the player will decrease, but depending on which way the player solved the problem the decrease will be less or greater. If they rely on the spiritual their HP would decrease less. Kind of showing how God promises to take care of our needs and sustain us.
Realm Master wrote:In the terms of going to doctors and being worse off, maybe don't have the character be "turned away" so to speak. It might be cool or interesting if instead of numerous get-me-this-and-that side-quests for each doc (Ala-Assasins creed... kinda) have each doctor point him in a useful direction.
Realm Master wrote:And I do like the game idea... but the disease is what caught my attention. You're still fleshing everything out... but For some reason I want to know more about the disease he has. Would that function in gameplay? Is it congageous, or selective? Is there ever a cure of sorts? Is it a kind of analogy to sin, or am I doing what estute college professors love doing: Over-thinking?
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