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Aegon

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Design Doc Blog - Video Game Ideas PART ONE

I'm not 100% sure how a design doc goes, but this is in no way intended to be a legitimate one. This is just an idea for a video game that I think would be cool. You can tell me if you think it's awesome or garbage or anything in between. The following idea is based on persona, pokemon, demon's souls, metroid, pandora's tower, and other influences. It's an MMORPG with real time action as opposed to clicking on an enemy and hitting numbers (as reductive as that sounds).

The Combat:

Kind of like this?
Kind of like this?

You have 4 slots to equip your weapons. If you use a controller, then the d-pad will be used for weapon swapping. There's a large range of different types of weapons, such as longswords, katanas, scythes, maces, clubs, hammers, ninja stuff, etc. All weapons have a spirit/persona attached to them (unique to that weapon). Each persona levels up with use of the weapon/persona. As you level up, you gain more spells/attacks. Physical attacks are combos that you learn to perform, while magical attacks and effects will be performed by the persona. You can choose 8 spells to equip from your equipped persona. So if you divide the spells up as 4, 2, 1, and 1 among the persona, then when you switch to the first weapon, you'll have 4 spells at your disposal.

With regards to how you use your weapons, this is where the demon's souls influence comes in. You can equip a shield in one hand and use a weapon in the other, or you choose to wield the weapon two-handed and get more damage out of it.

And this?
And this?

Another key part of combat is the chain gauntlet (pandora's tower influence). You start of with a beginner level gauntlet, but as you go on you can collect some with better str/def/etc stats, along with better reach / better luck. In combat, you can use the chain to attach up to 3 enemies together (enemies that you can attach depends on gauntlet's stats). This can keep them grouped and make them easier to deal with. Another use for them is the ability to partner up with someone and attach your chains together. That way, you can cause a large group of enemies to stumble and get sunned and proceed to beat the shit out of them with weapons that have a large reach. This also encourages group-play. Once an enemy has been defeated, you can shoot your chain at it, and go through the pokemon-like battle for its soul/spirit/persona (this is where the chain's luck status comes in handy).

And this.
And this.

Once / if you capture the persona, you can either A) Collect the materials required to build the weapon that will act as the spirit's vessel (metals, crystals, wood, leather, etc), B) Fuse it with another spirit and proceed with part A, or C) sell it to a vendor who will convert it into mana. Your ability to use certain persona depends on your current level. If you happen to capture high level persona and fuse them to make something awesome, due to being in a large group, you'll still have to level up before you'll be able to use it.

The Traversal:

So you have your feet. You can either walk or run. Once you've reach a high enough level, you can use a persona that has the ability to act as a ground mount and you can move up from a medium speed to high speed mount from there. Afterwards comes the flying mount, as we all know. It follows the same procedure, medium to high speed.

The chain can be used to swing around and for some vertical movement. This is where the reach stat comes in. If you don't have a far enough reach, then the path is blocked for you (vis-a-vis metroid). There are also boots that act in the same fashion (kind of like the ratchet and clank magnetic boots). They enable you to walk on certain surfaces, letting you arrive at previously unreachable destinations (something like walking up a mountain side and into a cave leading to ???).

The 4 Cities of Chaos:

This is just a fun bonus challenge that happens monthly. There are 4 cities across the land that hold a monthly tournament to determine who their next King or Queen will be. The first 120 people that join and meet the level requirement will participate in the tournament. Here's how it will go

Stage 1) 60 man free for all. Just a fun to watch clusterfuck. Last man standing wins.

Stage 2) The next 60 go through the same thing.

Stage 3) 1 vs 1. You know the deal.

Stage 4) If the previous winner is online, he or she can defend the title. They will be automatically teleported to the tournament no matter where they are in the world (so get ready). If they're offline then they forfeit the title (boo-hoo).

The rewards - 1) For that month, you get to have a healthy daily allowance taken from the royal treasury. 2) You get to choose two companions from the royal guard (the members of the royal guard have different stats and specialties). Thus you become a big asset to any group and it makes killing things easier. 4) You get a crown. It's superficial.

Note: If your complaint is "That can't be done with today's tech!", I don't care. This is an imaginary game.

6 Comments

6 Comments

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SirOptimusPrime

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Well in theory this could be cool, but without concrete choices and numbers this could be an easily breakable game with one clear optimal path.

If all of these choices exist, there has to be incentive to go one way over the other and then another reason to go over that one. There has to be a legitimate tradeoff that isn't "oh, this one gives you .1% more armor penetration" and has to be mechanic driven. Think of the new XCOM and snipers' second upgrade - squad sight vs. the run and shoot one. There is a very clear choice and consequence, and it's one that heavily impacts gameplay. They are mutually exclusive skills and, in my opinion, create an interesting - and in that case limited - choice. Obviously you could just stack snipers with both, but this is a "character action" MMO so the only way for that to be possible is with a party/guild system.

There's a lot of variables here, like how effective magic is versus combos etc. but think of this example: if daggers and swords have the same spell capabilities, each equippable with the same persona (unless I'm reading that wrong?) then you have to balance the physical DPS of the dagger and the sword to be equivalent or else you would always pick the one with greater DPS since the alternative is categorically worse. There has to be numbers attached to the combos, and given the same spells and same persona the one with higher DPS capability is the optimal path. This eliminates the viability of the other weapons.

However if you keep everything numerically similar then the only thing that changes is cosmetic, because the spell options are all the same across the board. With all of these weapon types and spells, there's going to be a problem. I think having a universal spell cap attached to the weapons would break the weapon, and therefore combat, system. Likewise, a guild/party system wouldn't work at all because everybody is capable of the exact same thing and everyone's role is totally interchangeable because of the "respec" aspect of the weapon/spell/persona system.

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Aegon

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Edited By Aegon

@siroptimusprime said:

if daggers and swords have the same spell capabilities, each equippable with the same persona (unless I'm reading that wrong?)

There is a single unique weapon for each persona.

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SirOptimusPrime

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Edited By SirOptimusPrime

That is totally not clear.

@aegon said:

All weapons have a spirit/persona attached to them. Each persona levels up with use of the weapon/persona. As you level up, you gain more spells/attacks.

[fucking nested quotes and breaking all the time. Anyways, this should say unique then!]

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Aegon

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That is totally not clear.

@aegon said:

All weapons have a spirit/persona attached to them. Each persona levels up with use of the weapon/persona. As you level up, you gain more spells/attacks.

[fucking nested quotes and breaking all the time. Anyways, this should say unique then!]

Hmmm..yeah I thought about that. I'll change it.

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SirOptimusPrime

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All right, cool (unless it isn't clear I'm not trying to be antagonistic!) I think then that this works as a really, really high-level design. I still think new mechanics being involved in spells/persona/combos is important over numbers, especially since this reads as an action heavy game. It'd be like if Dante's Rebellion did 5% more damage after an upgrade - in the grand scheme of things, that is pointless.

I think the chain works as a incentive for group-play, like you said, because of the modifications. That's the kind of thing I like to see - not a 100 turning into a 120 when it flies over their head, but my grapple turning into an exploding grapple that turns dudes into sheep. Okay, that might be a bit too much but you get the point. The capture system sounds cool, but how does it work when multiple people attempt to capture one persona? Does a random chance give it to persona A or B? Does the crafting limitation (character level) apply to the chaining as well?

I get crafting for the most part except for:

C) sell it to a vendor who will convert it into mana

Does this just mean a renewable resource, or is mana more valuable? Are pots a thing? If so, what would be the point of sacrificing the persona and not doing parts A or B?

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Edited By Aegon
@siroptimusprime said:

All right, cool (unless it isn't clear I'm not trying to be antagonistic!) I think then that this works as a really, really high-level design. I still think new mechanics being involved in spells/persona/combos is important over numbers, especially since this reads as an action heavy game. It'd be like if Dante's Rebellion did 5% more damage after an upgrade - in the grand scheme of things, that is pointless.

I didn't think of whether the spells/ attacks would do more damage with leveling up. The only thing I settled on was gaining new spells and attack combos. So I guess if you think gaining whatever % of attack bonus isn't interesting then I guess that's a good way to go.

@siroptimusprime said:

Does a random chance give it to persona A or B? Does the crafting limitation (character level) apply to the chaining as well?

I get crafting for the most part except for:

C) sell it to a vendor who will convert it into mana

Does this just mean a renewable resource, or is mana more valuable? Are pots a thing? If so, what would be the point of sacrificing the persona and not doing parts A or B?

When it comes to capturing them, I'm actually not 100% sure how that would go. I would think that for common enemies of an area it wouldn't be a problem if it was only 1 person versus another getting the persona, since you're probably gonna be killing a good amount of them. From there you can fuse common spirits into better ones. When you go into higher level areas, they'll have their own common persona. The complicated part comes when dealing with a boss type encounter. Not sure what would be done in that case. Maybe it would go to the most efficient player (efficient healing and damage dealing).

With regards to the vendor, that's just so you can have an extra resource for mana, while excusing away the reason for not being able to buy persona from a vendor (cause he turns them into mana). You can capture many of the same persona, so might as well get something out of them.

Also, with regards to the chaining (if I'm understanding the question correctly), there is no level limitation to being able to attach your chain onto the monster, as long as you hit it at least once, but lower level does mean your gauntlet will probably have less luck.