11-06-2004, 12:58 PM | #21 | |
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11-06-2004, 01:04 PM | #22 |
merely human
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How would you know if you could solve it if you hadn't seen it up close and personal yet? If you are using the wrong character on a puzzle it won't 'open up' to you to solve.
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11-06-2004, 01:35 PM | #23 |
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If there had been some actual adventure-style head-scratching puzzles in Planescape: Torment or Outcast instead of the easy "faux" puzzles they gave us....
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11-06-2004, 01:36 PM | #24 | |
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11-06-2004, 01:42 PM | #25 |
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I'm not exactly sure how it'll be implemented, it's a general idea for now. But, the puzzle will be there, you just simply can't touch it using the wrong character. It won't unlock itself as a solvable puzzle for you until the right character with the right stats is used on it.
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11-06-2004, 01:45 PM | #26 |
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It would be a non-interactive hotspot? When you click it, you'd hear something like "I think this machine is beyond my capabilities." Something like that?
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11-06-2004, 01:49 PM | #27 |
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What I'd love to see is an RPG/Action/Adventure hybrid where character developement doesn't mean upgrading stats from 0% to 100% (or whatever Min/Max), but gaining very specific equipment or abilities (of the "I have now learned to do that" type, not the "your axe skill is level 35" type) that open up new gameplay options or even change the interface somewhat. Beyond Good & Evil did this somewhat, so did Gothic, although it still had some conventional 'stats'. But I'd like to see a whole game built on such a system.
For example in a sci-fi game the player could be exploring a strange planet from a base full of scientists. The player (or a whole party) goes to places all over the planet, gathering stuff the scientists need, and the scientists in turn can upgrade the player's space suit with new high-tech stuff when they get new information or samples from the player. There might be alien life there, who speak a very different language, and the player doesn't understand them at all in the beginning, but he collects data for the scientists and eventually they'll manage to build a translator device. Now the player can talk to the Aliens. Maybe that sounds like it could be a pure adventure game? But I'm thinking how the game world and interface worked would be more like in Action/RPG games.
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11-06-2004, 01:53 PM | #28 | |
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All the RPG's so far that are "more like adventures" have "faux" puzzles. I don't mind that in RPG's, but I'd really love to see the good of both worlds joined into one.
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11-06-2004, 01:56 PM | #29 | |
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11-06-2004, 02:02 PM | #30 |
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Oh, and how about this? If the player is intrepid and curious enough, she can have one of her characters - say, the policeman (scout/soldier) - explore some dangerous parts of the sinking ship (the policeman is tougher than the other characters, thus more resistant to environmental damage like fire or falling objects). This character happens to find a computer manual, brings it back to the others. Only the computer geek (security/hacker/specialist) can read the manual, thus earning an upgrade from an optional side quest.
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11-06-2004, 02:08 PM | #31 |
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I've just started playing Albion, an old RPG. Your main character starts out as a 4th-level Pilot. If you choose to pursue the mini-quest toward which you are hinted at the beginning of the game, your first level-up occurs long before you ever fight anything. You have to find an "illegal" gun and figure out how to smuggle it out of the room where you find it past a pair of security guards. Once you accomplish this "puzzle" (and it is pretty damn easy), you level-up to fifth level.
Of course, this increases your %-age in various skills in the traditional manner. I'm not far enough into the game to really have become familiar with the various skills and whether there are some which are unique to the "Pilot" character class. I have progressed far enough to have also added a "Scientist" and a "Warrior" to my party.
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11-06-2004, 02:15 PM | #32 |
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That sounds fun.
I also imagine some puzzles in my hypothetical game that would require two or more character classes to solve, a multi-tiered affair. That would be cool, something that first requires brute force to access (soldier/scout), a bit of chemistry (mage/demolitions), minute calibrations (thief/rogue), and finally, if something blows up, medical attention (healer/doctor).
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11-06-2004, 02:18 PM | #33 | |
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There are adventures where you play with several characters, each with their own skills, so this is something that does work. I just don't like your example (and similar situations). There's enough of the "your character can't use this item"-nonsense in traditional RPGs (stuff like preventing your character from wearing a robe because he isn't a mage.. I mean, sheesh). What I think is a much better idea is to follow in the footsteps of Quest for Glory, and give the player the chance to solve the puzzles in a variety of ways, depending on the PC's skills. I showed an example of this above, in the spoiler area of my last post. Also worth mentioning is that although the character statistics in QfG are visible, there's no traditional levelling - the PC's skills improves as they're used. Despite there being "action" in the Quest for Glory games, I really think people looking for _good_ examples of adventure/rpgs should seek them out asap. |
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11-06-2004, 02:26 PM | #34 | |
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11-06-2004, 02:34 PM | #35 | |
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11-06-2004, 02:35 PM | #36 | |
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11-06-2004, 02:41 PM | #37 | |
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11-06-2004, 02:43 PM | #38 | |
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11-06-2004, 02:47 PM | #39 |
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No, I never even brought up anything remotely action/combat oriented. Where did you get that idea?
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11-06-2004, 03:13 PM | #40 | |
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