I haven’t been posting as often because I have started working on a game. I’m very excited, and look forward to sharing the outcome, but for now, I’d rather not say anything about it. More news as soon as there is something to report.
May 2009
May 26, 2009
Doing instead of Speaking of Doing
Posted by destral under Games | Tags: Games, Projects |1 Comment
May 18, 2009
Thoughts on RPG Combat Systems #2: Combo attacks and Character-Specific Abilities
Posted by destral under Games, Mechanics | Tags: Chrono Trigger, Crazy Ideas, Games |Leave a Comment
Combination or Cooperative Attacks
I really like Chrono Trigger’s combination attack system, and I am not alone when I wonder why more games haven’t picked up the torch and implemented their own. Suikoden is the only other mainstream game series that features cooperative attacks I can think of, although I suppose I could mention the Romancing Saga’s and their Saga offspring too.
It’s even more surprising when considering the games that delve into the relationships between characters, since it would make perfect sense for characters who are friends and fight side to side to adopt and deploy strategies based on teamwork and taking advantage of each other’s strengths. In such a game, the combination attacks would not only become a payoff for working on the relationship aspect of the game, but would also further enhance that sense of ‘friends fighting side by side’.
May 15, 2009
Death to Crafting Treadmills! Part 3
Posted by destral under Crazy Ideas, MMOs, Systems | Tags: Crazy Ideas, Death to Crafting Treadmills |Leave a Comment
Since Psychochild pointed out that the terminology used in the title for this series of posts is erroneous, I am open to suggestions as to what to rename this. For the time being, I’ll keep the same title, to maintain continuity.
Inspiration hits you for 10,000 damage. You have died.
I’ve talked before about inspirations – occasions when a crafter gets the seed of an idea for a new item recipe. World of Warcraft has a couple of systems in place which have similar goals: Discoveries in Alchemy, and Research in Inscription.
Discoveries are relatively simple. While crafting any alchemical concoction, the character has a small chance of spontaneously learning a new recipe. It’s simple, and conjures that ‘Eureka!’ moment pretty well. The concept is that, while the player is levelling their skill or creating items for sale or consumption, they have a chance of gaining a new recipe.
May 12, 2009
Thoughts on RPG combat systems #1
Posted by destral under Crazy Ideas, Games, Mechanics | Tags: Crazy Ideas, Games, Mechanics |[5] Comments
I really like RPGs. I tend to favour JRPGs more than Western ones, because to a certain extent I am a completionist, and I tend to get too involved in the sidequests of western RPGs, which ends up diluting the experience of the main story line for me. I’m not saying that JRPGs are necessarily better, just that their more linear structure appeals to me more, in general.
May 8, 2009
Spent most of the night working through some tutorials in Game Maker 7, I now have a scrolling shooter with a ship that shoots and enemies that blow up. Will write something more meaningful tomorrow, still not completely recovered from our little ordeal earlier this week, but hopefully that will be remedied by tomorrow.
May 3, 2009
Casual and Core, Sitting in a Tree…
Posted by destral under Crazy Ideas, Games, Gaming Future, Mechanics | Tags: Casual vs Hardcore, Crazy Ideas, Games |[3] Comments
I discussed previously how I believe that asymmetrical co-op games could be the bridge that spans the gap between casual and core gamers. A game where the input of both players is different, and tailored to fit the gamestyle of each, but the results of which all work towards the same goal: the completion of the game. I already had a number of ideas on the subject, seeing the potential of such games as a core gamer and aspiring game designer:
May 3, 2009
Death to Crafting Treadmills! Part 2
Posted by destral under Mechanics, Systems | Tags: Death to Crafting Treadmills, Horizons, MMO Systems, WoW |[2] Comments
The second part to Death to Crafting Treadmills! – again, minor editing, for format, spelling and grammar.
Death to Crafting Treadmills – Part II
Last time I delved into the many possibilities that item decay can bring to the crafting aspect of a game. This week we’ll look at the opposite end of the spectrum – the destruction of items.
Players are loathe to destroy items, that much can be gathered from the vehement arguments against item decay. Yet if the incentive is good enough, players can be convinced to destroy items. Two games come to mind, namely World of Warcraft and Horizons: Empire of Istaria.
May 1, 2009
Using An Interactive Montage As A Character Creation System.
Posted by destral under Crazy Ideas, Games, Gaming Future | Tags: Games, Ideas, Montage |[7] Comments
Reid Kimball’s thoughts on using using the montage in games made me think of a character generation system for an RPG that takes the form of a series of mini-games, Wario Ware style, starting with the character at a very young age (choose a favourite toy) and gradually becoming older and making more meaningful decisions (choose from three different shirts to wear on the first day of school, choosing a hairstyle from a hairdresser’s catalog, a series of quick problems based on different subjects taught in school, a sports-flavored minigame).
After the montage is finished, a short summary can be given of the effects of each minigame on the character’s skills and stats, or they can be left hidden for the player to discover themselves. It would be more fun than rerolling random numbers over and over. Ideally, since the player must make their choice within a small time frame (5-10 seconds for each minigame), they would be encouraged to choose quickly, based on gut instinct, rather than overthinking each decision. The minigames in the montage could then be used as a form of light psychological profiling that would tailor the character to the player’s choices, and perhaps present the player with situations throughout the game based on these split-second choices.
The minigame montage could take the form of a series of decisions that create a branching tree-like structure with more decisions based on the choices made. Or it could be more like a personality test, with the results dictating the character’s affinities and possible romantic interests or dilemmas throughout the game.
It could start with a the character’s parents shopping at a baby goods store. They would be considering whether to buy the blue onesies or the pink ones (or the green or yellow ones!). Depending on the colour chosen, the character is male, or female (or randomly chosen but with something different in the case of green and yellow. Perhaps the green onesie decides the character’s gender randomly, but they tend to be a nurturing, growth-oriented person. The yellow one also requires random generation of gender, but the character is a more analytical, mental type of person). Depending on color chosen, the next minigame would show the character as a baby of the appropriate gender, and would show them in a playpen with an assortment of different toys, or crawling around under a christmas tree with a number of distinctly shaped gifts under it. The goal of this minigame is to choose a favourite toy. There would be some shaped very concretely (a dinosaur or other animal, a toy sword, a doll) and maybe one or two with very generic (cubic box shape) which would be the surprise toy. Perhaps this minigame could show different relatives holding each present, and the choice of present also increases the character’s affection towards that relative and vice versa.
The main issue with an interactive montage would be to create context while at the same time maintaining the dynamism of the montage as a storytelling device. The player would need to be able to infer meaning from each ‘vignette’ presented in the montage and know what input is required from them in each case withing a relatively short window of opportunity. That is why the first thought that came into my head was Wario Ware, with it’s microgames and vivid imagery and single word instructions on how to play.
That’s just my take on it, though. It definitely seems like it would be a better way to deal with long periods of elapsed time with few major occurrences than just a black screen with “…10 years later…” on it. The other major advantage of a montage like this is that isolated major events occurring within the timeframe condensed into the montage could actually be played out as (slightly or greatly) more intricate interactive sequences, either within the montage itself or separated by individual montages.
The montage would go on, with each new minigame posing a different situation that the player must resolve by making a choice within a small window of time. The game would keep tabs on all choices made, and present new situations based on previous choices. At the end of the montage, the player would end up with a pretty well defined character (within certain parameters of varying meaningfulness within the game) with an established history that the player is familiar with in broad strokes, ready to embark on their adventure.
May 1, 2009
Random Game Idea #1: Battleground Titles And Other Rewards
Posted by destral under Crazy Ideas, Games, MMOs, Mechanics, Systems, WoW | Tags: achievements, Gameplay, Ideas, WoW |Leave a Comment
So, as a new semi-regular feature, I want to discuss ideas I have about games. I know that ideas are a dime a dozen, but discussing ideas in a public forum is a good way of finding out if they are any good, short of implementing them in game. Since I don’t currently have the means to implement ideas in a game, I’ll discuss ideas I have here, hopefully I will get some feedback, and become better at formulating and polishing ideas.
This one is presented in the context of World of Warcraft, but there is no reason why any other game with organised, large-scale, opt-in PvP couldn’t implement something similar.