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Project Pathetic

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Level 14
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Project Pathetic

The RPGs to touch your soul...

Basically, a collection of short RPGs where you cannot remake decisions (no reloading, though possibly allowing you to pause and then continue at a later time), and each decision has an impact. Oh, and did I mention permament death for characters? Non-linear, emotive, and overall, involving. Each decision with repercussion; each battle with casualties. If that sergeant you sent to hold the line gets cut down, he dies; no more do you have his support or advice, and other soldiers might dwell on his death.

Relations with other characters will be multidimensional; do they respect you, do they fear you, do they like you? Or are they devoted to you to the extent that they would follow you to hell and back?

In addition, much will be randomised. Each replay would be different; each decision slightly different. Avoiding right and wrong, and perferring the gray areas. Perhaps flanking would be best, or maybe a retreat?

Planned features:

- Short, emotive and involving gameplay.
- High replayability with randomised events and non-linear gameplay.
- No reloading, to make decisions truly important (no seeing how it would turn out).
- Hopefully voiced and with music of some description.​


Discuss.
 
Level 20
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Apr 22, 2007
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That's what I'm making already. Death means GAME OVER. Like in a REAL game (lol does that make sense?). Most of the decisions are certain.

Plus mine will have random events, like wars and such. Surprisingly they sound quite the same... I made a post about mine in the project recruitment.
 
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This sounds cool.

do they respect you, do they fear you, do they like you? Or are they devoted to you to the extent that they would follow you to hell and back?

Are you talking about other human players, or computer players? If you're talking about computer players, I hope you keep us posted on your triggers/JASS.....how you structure relationships with computers will be very interesting.
 
Level 14
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Being SP, it is computer players.

Well, mainly it comes down to number crunching. Each decision having a consequence for how others see you, and not in a one dimensional way. Someway may like you, but not love or respect you. Or, someone may hate you but have tremendous respect for you.

Anyway, I have a working convo system (CG Convo system), a very slick implementation indeed. The actual idea part, however, is primarily taken unashamedly from Mass Effect (a work of genius). Not the interruption stuff, though (WAYYYYY too complex to trigger that, and little benefit).

Work on the first one should start soon - already got an idea for it. Prototyping atm.
 
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