Yeah, if the character is indeed going to grow weaker, I think we will indeed still have to give the player rewards (or "powerups") of some kind. Just for the imagery (of losing confidence in one's own strength) that I'm trying to convey in the story, I'm not sure that traditional armor and weapons will be what I want to go for, though this does open up interesting opportunities for non-standard weapons (some of what was mentioned in the other thread):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.
So opening up options to the player, and keeping the game fun and interesting and rewarding, but avoiding explicitly boosting one's power, just one's options.HanClinto wrote: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.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.
Oh interesting. Yeah, I've been trying to think of something like that. If the player realizes that he wants to go home, why is he bothering to continue to fight? What mission could there still be in this world that he would care about enough to fight with all of his heart, up to his dying breath?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.
Hrm, yeah -- perhaps that could be a purpose of the overarching quest thing.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.
Thanks -- if you don't mind me asking, is there anything specific you can point to as the things you see as strong-points (can correspondingly, weak-points)?ArchAngel wrote:Wow, I'm a bit blown away. I'm very excited to see what comes out of this.
Interesting idea, JeT! I like the twist on the "disease" thing. I must admit, part of the things I'm trying to do with the plot is communicate that this isn't a simple sickness that can be "cured" in a sense, but rather the issue is that we are not home, and we can never be truly "well" in this world -- sanctification will not be complete so long as we still exist here in the body. The closest parallel I can think of here is the way the multiple worlds work in His Dark Materials (Golden Compass), where when you aren't in your home or natural world, you just get sick, and you can't thrive -- it's not a disease that can be "cured" by any other means than by simply going home. The problem is a fundamental difference in who we are, and where we are located.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.
Great point -- I'm still toying with this idea, and the more I think about it, the more I'm shying away from how I originally had it. Even so, it may still be worth a play-test.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.
Thanks! Yeah -- I really want to focus on that as a crux in the game, and a very critical (and memorable) turning point.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.
One of my other friends mentioned another idea similar to this -- I think it's a good one, and you've reinforced it well. We could possibly have different enemies, or perhaps we could just have the same enemies with different sensitivities -- I.E. more or less sensitive to physical or spiritual things (or more or less powerful against them).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.
And I guess I might even go so far as to count it as something in the middle -- everything that God does to draw people to Himself -- I count that "pre-saved" time as part of the sanctification process, where people are on the road of salvation, possibly before they are even aware of the way God is working in their lives.jesblood wrote:...the cross was only the beginning of our salvation, not the end like so many believe.
Right-on! We're definitely on the same page here, and you totally understand what I'm going for then. I'm trying to show in a pictoral way how, even when we know the Truth, we will never be truly content or at home until we leave this world. If the whole point of this game could be summed up in a phrase, I think it would be: "This world is not my home."jesblood wrote:Salvation in our lives isn't complete till after the trial in heaven
Especially thinking about the context of the "two worlds" (World and Home) in Endemia, it got me thinking about how one is hostile to the other. Previously in my designs, I'd only viewed one as being ignorant of the other, and it hadn't made the jump to them actually being enemies.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.
I'm still thinking back and forth about whether or not there are a large number of people from Home in World, or whether I should limit the analogy to be individualistic, and only deal with the isolated story of the Protagonist. For the sake of this analogy, I'm not sure that I want everybody to be from Home -- right now I'm leaning towards people from Home being extremely rare, and not trying to make an all-inclusive analogy.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.
Neat thought! How about this twist on it?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.
Great point -- I think I'm definitely leaning more in this direction now. Basically, right now I'm conceiving of the doctors not seeking to fix the cause of his malady, but seeking to improve his condition through augmentation -- "low health you say? Well here, take this armor, take this backpack, take this exoskeleton", and the current thought is to do so in a very steampunk-ish sort of way, with mechanisms and whirring things. And acquiring these attachments would almost certainly be side-quests.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.
You're definitely not over-thinking it -- there is great symbolism in the disease.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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