I am writing a game. It's about developing cultures in a strange world. And is some kind of RPG or adventure game. Of course it's nothing until I meet someone with programming experience and a lot of ideas of their own.
1. I would write it in a word processor across many files to keep the various information and flags in mental check. Most game stories are decent for genre work, but they're boxed in by the need for gameplay. And that's fine.
2. Different than what? It would be like Obsidian games ideally. Branching paths and different choices that lead to different outcomes, or different feels on similar outcomes.
3. Because an adventure game without branches might as well be a digital novel with a low-stress puzzle game attached to it. And if it's an RPG, because it's important to me.
4. Narrative should have as much push and pull on the player as the gameplay. In terms of the actual style of gameplay, I don't know. I'd suggest ideas to the programmer, but I'm not going to be that guy who tells the guitarist and vocalist exactly what they're going to do (In this metaphor I suppose I'm the bassist).
5. I would take statistical crap out of the narrative. I don't like games where putting points into fist-fighting instead of talking means that you can't make all the choices you would want to make in the dialogue portions. It also means that if you put points in talking you are only going to select the 'win' options unlocked by it, rather than actually experiencing the conversation from a personal standpoint. In a single character RPG, it means that you have 3 portions of a game (combat, adventure and dialogue) and ultimately can only be good in one, or maybe two. Now you've created a game where only one third of it can be enjoyed (you wind up in situations where Vinny puts the lockpicking to 100 because he's afraid he's missing out on something good). Morality/Karma points are ridiculous, and 'friendship' points are only slightly less. I would stop the 'telling the party members what they want to hear' trope. It doesn't make sense, it means you can butter someone up saying that 'I hate X too' and then when it actually comes time to make good on it, you can make them change their minds. You can make someone go against their own core beliefs. Ultimately, you can rewrite your own party's opinions. That's nonsense. And it means that you aren't role playing a character with their own thoughts and opinions, you're systemically playing a creepy sycophantic social climber that no one knows if they're speaking truthfully or not. Characters should notice whether you have core beliefs or you play fast and loose depending on who you're talking to. I would remove arbitrary rewards from completing tasks that wouldn't result in one, and arbitrary blocks to necessary things (it doesn't make sense that Shepard has to pay for anything during a full on galactic war. It doesn't make sense that people would pay Shepard for saving the galaxy.) If you save a character's life it should be because you want to, not because you expect some sort of payment or Good Karma boost because of it.
I could actually go on.
Log in to comment