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Re: If you could create a video game...Topic%20Title
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GigaHand wrote:
I have an idea for an RPG that I like.

In the obligatory introductory cutscene, they tell of a legend where a great evil wizard terrorized the earth til some guy trapped him in a crystal. The prologue is a tutorial scene where a young version of the main protagonist faces off against a bully and it involves a LOT of fourth-wall breaking, for example "why can't I hit you" "you gotta wait your turn, doofus" after which said protagonist devotes himself to becoming stronger and joins a shaolin-esque dojo. 20 uneventful years pass, and the head of the dojo hears that the evil wizard is going to break out of his prison, so he gets you to fetch the crystal so he can destroy it and the prisoner inside. Once he holds it, there's a big light show and it turns out it didn't seal the wizard away, just his power... and that power is returning to its owner. The wizard proceeds to dominate the world in less than a day. The protagonist blames himself for this, and searches for a way to stop the bad guy.

This evil wizard, whom I have named Danza, is beyond powerful and then some. According to early game dialogue facing him head on with an elite army is just going to get them killed in, like, a second. Also, he is a master of deceit and a lot of the storyline is him showing his massive tactical prowess.

As for gameplay, I have super-moves in mind which I call Full Focus. Basically, they're... cheap. They buff all characters for one to five turns, depending on the amount of Focus the user has. Because these moves are so powerful, boss fights are going to be difficult. They may heal the character fully when their turn comes around, or negate any and all damage, or triple damage output, stuff like that. Also, attacks have varying knockback, which may knock you or the enemy into the landscape (like a cactus or something like that) dealing another hit. I plan for the last boss fight to have a spiked wall close to your party.


Hmm your going to be very hard pressed to get the balance right.
I imagine you'll either trample the bosses no hassle or they'll be cripplingly difficult with or without the buff.
Also I think if in destroying the crystal it actually frees him from it, rather than the crystal just containing his power. This sets up the dojo leader for a sort of minion/subboss role.
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Re: If you could create a video game...Topic%20Title
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*sigh* It seems you disagree with every post I make. With some playtesting it shouldn't be that hard to get the balance right.
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Re: If you could create a video game...Topic%20Title
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GigaHand wrote:
*sigh* It seems you disagree with every post I make. With some playtesting it shouldn't be that hard to get the balance right.


Maybe all your posts are extremely flawed. :P Rather than me being disagreeable.
But hey that there was just a little constructive criticism said it'd be hard and have problems, not impossible. The idea is sound.
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Re: If you could create a video game...Topic%20Title
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Say, I happen to have a problem of my own that I realized for the 4th Masked Knight game.

Spoiler: The problem
Okay, so the 4th game takes place through the eyes of Toren the Necromancer, because the previous main character, Tommy, is dead due to Ylthorin stabbing him in the heart. Now then, I want there to be epic army on army battles. Undead vs. undead vs. paladins (yes, you read that right, undead vs. undead. Toren kills evil necromancers). However, I realized that it would probably end up playing like an RTS, which would be a massive change from the standard action-RPG type game that The Masked Knight is.

Several of my friends said that it's impossible to avoid this problem, but I don't want to piss off the fanbase regarding this. A friend suggested allowing players to only control a small amount of undead, with the rest controlled by the AI (Or...well...you know what I mean...).

He also said that RTSs are not really for strategy, instead saying that they should be called SLOS games (spawn loads of sh*t).


Would you kindly lend a hand as to this problem?
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Re: If you could create a video game...Topic%20Title
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General Tommy wrote:
Say, I happen to have a problem of my own that I realized for the 4th Masked Knight game.

Spoiler: The problem
Okay, so the 4th game takes place through the eyes of Toren the Necromancer, because the previous main character, Tommy, is dead due to Ylthorin stabbing him in the heart. Now then, I want there to be epic army on army battles. Undead vs. undead vs. paladins (yes, you read that right, undead vs. undead. Toren kills evil necromancers). However, I realized that it would probably end up playing like an RTS, which would be a massive change from the standard action-RPG type game that The Masked Knight is.

Several of my friends said that it's impossible to avoid this problem, but I don't want to piss off the fanbase regarding this. A friend suggested allowing players to only control a small amount of undead, with the rest controlled by the AI (Or...well...you know what I mean...).

He also said that RTSs are not really for strategy, instead saying that they should be called SLOS games (spawn loads of sh*t).


Would you kindly lend a hand as to this problem?


I think Brutal Legend tried this Action/RPG/RTS approach.
It didn't work.
Then again maybe something like Dynasty Warriors Empires command system could work.
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Re: If you could create a video game...Topic%20Title
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Pierre wrote:
GigaHand wrote:
*sigh* It seems you disagree with every post I make. With some playtesting it shouldn't be that hard to get the balance right.


Maybe all your posts are extremely flawed. :P Rather than me being disagreeable.
But hey that there was just a little constructive criticism said it'd be hard and have problems, not impossible. The idea is sound.

Actually, in theory it shouldn't be that hard at all to get the balance right. I need to get the balance right in an ordinary RPG so you don't level up too fast; If you do, I have to either adjust the exp gain or enemy strength. Adding Full Focus as a variable in boss fights (or the odd extra-tough enemy you see in Final Fantasies) will make it slightly harder, I admit. Of course, I can alter the rate at which you gain focus, too.

Also, I already have most of the story planned out, if only 3 of the characters.
Spoiler: The story in a nutshell
After Danza (the only character I've named thus far) dominates teh wurld, the protagonist heads to a famous, if remote library where a scholar lives. The scholar tells you that the one who sealed away Danza's power originally has a descendant who should be able to perform the task a seond time. Then he teaches you Full Focus and joins your party. There's a scene where the protagonist realizes he has no idea what real strength is, and once the party reaches where the sage-type person is supposed to be, everyone concludes that Danza has captured him. So they head into his castle or mansion or whatever the hell it is where they get trapped in a room and come face-to-face with Danza. Cue final boss fight.

I actually have it planned out in a bit more detail than this, but this is the very quick version.

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Re: If you could create a video game...Topic%20Title
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Pierre wrote:
General Tommy wrote:
Say, I happen to have a problem of my own that I realized for the 4th Masked Knight game.

Spoiler: The problem
Okay, so the 4th game takes place through the eyes of Toren the Necromancer, because the previous main character, Tommy, is dead due to Ylthorin stabbing him in the heart. Now then, I want there to be epic army on army battles. Undead vs. undead vs. paladins (yes, you read that right, undead vs. undead. Toren kills evil necromancers). However, I realized that it would probably end up playing like an RTS, which would be a massive change from the standard action-RPG type game that The Masked Knight is.

Several of my friends said that it's impossible to avoid this problem, but I don't want to piss off the fanbase regarding this. A friend suggested allowing players to only control a small amount of undead, with the rest controlled by the AI (Or...well...you know what I mean...).

He also said that RTSs are not really for strategy, instead saying that they should be called SLOS games (spawn loads of sh*t).


Would you kindly lend a hand as to this problem?


I think Brutal Legend tried this Action/RPG/RTS approach.
It didn't work.
Then again maybe something like Dynasty Warriors Empires command system could work.

Exactly. I was thinking of putting the war scenes as entirely different segments, or even making them completely optional. I only realized the problem when I noticed that I wanted the players to be able to control the undead they'll be using.

Also, I am unfamiliar with the Dynasty Warriors Empires command system. Would you kindly explain it? :yuusaku:

(also, if anyone can get the game I'm referencing, you'll get a cookie.)
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Re: If you could create a video game...Topic%20Title
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General Tommy wrote:
Pierre wrote:
General Tommy wrote:
Say, I happen to have a problem of my own that I realized for the 4th Masked Knight game.

Spoiler: The problem
Okay, so the 4th game takes place through the eyes of Toren the Necromancer, because the previous main character, Tommy, is dead due to Ylthorin stabbing him in the heart. Now then, I want there to be epic army on army battles. Undead vs. undead vs. paladins (yes, you read that right, undead vs. undead. Toren kills evil necromancers). However, I realized that it would probably end up playing like an RTS, which would be a massive change from the standard action-RPG type game that The Masked Knight is.

Several of my friends said that it's impossible to avoid this problem, but I don't want to piss off the fanbase regarding this. A friend suggested allowing players to only control a small amount of undead, with the rest controlled by the AI (Or...well...you know what I mean...).

He also said that RTSs are not really for strategy, instead saying that they should be called SLOS games (spawn loads of sh*t).


Would you kindly lend a hand as to this problem?


I think Brutal Legend tried this Action/RPG/RTS approach.
It didn't work.
Then again maybe something like Dynasty Warriors Empires command system could work.

Exactly. I was thinking of putting the war scenes as entirely different segments, or even making them completely optional. I only realized the problem when I noticed that I wanted the players to be able to control the undead they'll be using.

Also, I am unfamiliar with the Dynasty Warriors Empires command system. Would you kindly explain it? :yuusaku:

(also, if anyone can get the game I'm referencing, you'll get a cookie.)


Empires System....at least for the 5th one.

You control an officer on the field (insert protaganist here) and you command a unit. By pressing start you can pause the game and view the battlefield on a wider scale allowing you to see enemy units and your own and any bases. You can issue commands to other allied units to reinforce other units or bases and likewise specifically attack other units or bases. The emphasis is on combat true enough but this system allows you to issue commands throughout the field and maintain the combat element, plus a little tuning here and there....I'm thinking...allowing officers to control different types of troops which you can spawn depending on bases you control maybe including a simple 'move here' command on the map. Or you could me more like Kessen II where you can control every officer on the field in a unit though obviously allowing for amped up combat abilities since Kessen's combat fights like a foam finger.
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Re: If you could create a video game...Topic%20Title
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Pierre wrote:
General Tommy wrote:
Pierre wrote:

I think Brutal Legend tried this Action/RPG/RTS approach.
It didn't work.
Then again maybe something like Dynasty Warriors Empires command system could work.

Exactly. I was thinking of putting the war scenes as entirely different segments, or even making them completely optional. I only realized the problem when I noticed that I wanted the players to be able to control the undead they'll be using.

Also, I am unfamiliar with the Dynasty Warriors Empires command system. Would you kindly explain it? :yuusaku:

(also, if anyone can get the game I'm referencing, you'll get a cookie.)


Empires System....at least for the 5th one.

You control an officer on the field (insert protaganist here) and you command a unit. By pressing start you can pause the game and view the battlefield on a wider scale allowing you to see enemy units and your own and any bases. You can issue commands to other allied units to reinforce other units or bases and likewise specifically attack other units or bases. The emphasis is on combat true enough but this system allows you to issue commands throughout the field and maintain the combat element, plus a little tuning here and there....I'm thinking...allowing officers to control different types of troops which you can spawn depending on bases you control maybe including a simple 'move here' command on the map. Or you could me more like Kessen II where you can control every officer on the field in a unit though obviously allowing for amped up combat abilities since Kessen's combat fights like a foam finger.

If what I'm getting is correct, you're saying that I directly control only one guy, and the orders are like suggestions?

Quite possibly. Here's my friend's take on the matter. Also know that the guy you're controlling is a necromancer:

Spoiler: Rant+suggestion
I don't know why people even refer to most "Real Time-Strategy games" as "RTSs". Most of them aren't in any way strategy based, they should be called, "SLOS" games, Spawn Lots of Shit. This is the case with most console RTS, so assuming you avoid this you're a step ahead of the curb.

The genre is fine, but there needs to be limits regarding how many undead are present. Which presents it own problem. Undead aren't scary unless there's lots of them, they look ridiculous otherwise. A single zombie (for example) may be sort of scary until the character's come to their senses and fucking shoot/bisect the thing. Having lots of undead makes it scary, but at the same time would make it difficult to control.

A small vanguard of undead would be more appropriate.
The rest of the undead should probably just be mindless drones.


Also, the way you stated it made it sound like it's turn-based. Is that correct?
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Re: If you could create a video game...Topic%20Title
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Hell it's not turn-based, the combat in dynasty warriors is moving about and slicing hack and slash stuff you can replace this with whatever combat system you want. Also to control more officers you could simply make it so from the pause menu you can choose to take control of another officer on the battlefield.

Due to your analogy on SLOS and how you want the undead to play I reckon your SLOS idea seems like everything you need for a zombie strategy game where zombie's general idea is HOORRRRRDDDDEEE.
Also your strategy idea seems out of place with zombies who can't actually think and probably barely follow orders.
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That wasn't my analogy. That was my friend's. The whole rant was his.

Perhaps I should re-explain the thing.

Spoiler: To save room
Alright, the player is Toren the necromancer. The previous main character died. Toren's goal is to improve the look of necromancers in the world (it's a fantasy medieval world with some single-shot guns) by killing all the evil necromancers. The war scenes play down to undead vs. undead vs. paladins. The players are in command of one undead army, and the others are in a Mexican standoff sort of fight.

Now then, I never plan for zombies to be too effective at thinking, but their other undead counterpart of skeletons can think and act on their own (more on that in a moment). This is to actually give players a reason to choose skeletons over zombies, because the zombies are tougher.

Now then, there will be more than one "officer". Two living characters, in the form of Toren and his allied cleric (who wields the obligatory giant sword), but the players can create undead generals in Death Knights, which allows them to expand their army. However, while undead under the death knight's control is technically under your army, the death knight gives the orders to them. Other types of undead like ghosts and stuff like that can be created at a later date after reading the appropriate book (in keeping tune with the fact that wizards spend a lot of time studying new spells) but it doesn't expand the limit of undead you can control (that's gotten by Death Knights and simply leveling up).

I was thinking of only allowing undead creation prior to the war scene so that players are forced to plan out their army ahead of time. I may also allow players to completely skip over the war scenes.


But yeah, I wanted these war scenes to be actually challenging (the paladins are specifically trained to kill undead, but are optional targets) so that it could actually be fun.

Also, thank you for clearing up that confusion for me.
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General Tommy wrote:
That wasn't my analogy. That was my friend's. The whole rant was his.

Perhaps I should re-explain the thing.

Spoiler: To save room
Alright, the player is Toren the necromancer. The previous main character died. Toren's goal is to improve the look of necromancers in the world (it's a fantasy medieval world with some single-shot guns) by killing all the evil necromancers. The war scenes play down to undead vs. undead vs. paladins. The players are in command of one undead army, and the others are in a Mexican standoff sort of fight.

Now then, I never plan for zombies to be too effective at thinking, but their other undead counterpart of skeletons can think and act on their own (more on that in a moment). This is to actually give players a reason to choose skeletons over zombies, because the zombies are tougher.

Now then, there will be more than one "officer". Two living characters, in the form of Toren and his allied cleric (who wields the obligatory giant sword), but the players can create undead generals in Death Knights, which allows them to expand their army. However, while undead under the death knight's control is technically under your army, the death knight gives the orders to them. Other types of undead like ghosts and stuff like that can be created at a later date after reading the appropriate book (in keeping tune with the fact that wizards spend a lot of time studying new spells) but it doesn't expand the limit of undead you can control (that's gotten by Death Knights and simply leveling up).

I was thinking of only allowing undead creation prior to the war scene so that players are forced to plan out their army ahead of time. I may also allow players to completely skip over the war scenes.


But yeah, I wanted these war scenes to be actually challenging (the paladins are specifically trained to kill undead, but are optional targets) so that it could actually be fun.

Also, thank you for clearing up that confusion for me.


Ok I think I get what your trying to do by not making spawning in battle an issue but these are zombies we're talking about, spawning in battle practically makes sense.

It also brings forth another issue in that since your characters are trying to be good necromancers aren't they going to need umm....materials to resurrect people with, that generally comes in the form of grave robbing or reviving dead enemies, since you can't exactly bring back zombies your own team destroys the only option is paladins to prey on or innocent civilians.

The whole nature of 'good necromancers' is ludicrous since both methods of recruiting would cause an outrage.
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Re: If you could create a video game...Topic%20Title
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Pierre wrote:
General Tommy wrote:
That wasn't my analogy. That was my friend's. The whole rant was his.

Perhaps I should re-explain the thing.

Spoiler: To save room
Alright, the player is Toren the necromancer. The previous main character died. Toren's goal is to improve the look of necromancers in the world (it's a fantasy medieval world with some single-shot guns) by killing all the evil necromancers. The war scenes play down to undead vs. undead vs. paladins. The players are in command of one undead army, and the others are in a Mexican standoff sort of fight.

Now then, I never plan for zombies to be too effective at thinking, but their other undead counterpart of skeletons can think and act on their own (more on that in a moment). This is to actually give players a reason to choose skeletons over zombies, because the zombies are tougher.

Now then, there will be more than one "officer". Two living characters, in the form of Toren and his allied cleric (who wields the obligatory giant sword), but the players can create undead generals in Death Knights, which allows them to expand their army. However, while undead under the death knight's control is technically under your army, the death knight gives the orders to them. Other types of undead like ghosts and stuff like that can be created at a later date after reading the appropriate book (in keeping tune with the fact that wizards spend a lot of time studying new spells) but it doesn't expand the limit of undead you can control (that's gotten by Death Knights and simply leveling up).

I was thinking of only allowing undead creation prior to the war scene so that players are forced to plan out their army ahead of time. I may also allow players to completely skip over the war scenes.


But yeah, I wanted these war scenes to be actually challenging (the paladins are specifically trained to kill undead, but are optional targets) so that it could actually be fun.

Also, thank you for clearing up that confusion for me.


Ok I think I get what your trying to do by not making spawning in battle an issue but these are zombies we're talking about, spawning in battle practically makes sense.

It also brings forth another issue in that since your characters are trying to be good necromancers aren't they going to need umm....materials to resurrect people with, that generally comes in the form of grave robbing or reviving dead enemies, since you can't exactly bring back zombies your own team destroys the only option is paladins to prey on or innocent civilians.

The whole nature of 'good necromancers' is ludicrous since both methods of recruiting would cause an outrage.

Zombie recruitment a la The Virus is something that I'm quite positive wasn't in the original concept. I'm sure that's just something that Hollywood added on to make them more terrifying.

And you hit my point exactly with the "good necromancer". That's why he's working. It's because there's an insane amount of evil necromancers (to the point where I'm going to say how in many necropolises, they make "Evil Overlord" classes mandatory).

Also, the original usage of "necromancy" was actually just like a spirit medium today: Talking to spirits. In the story, some bloke just figured out how to bind spirits to corpses to make them work again (my justification for how necromancy works) and thus the more modern usage of necromancy was created.

Also, it is exactly because he's a necromancer that he can get corpses, because there will be a lot of living "heroes" attempting to kill him and his army just for being that. Paladins are just the elite mook version.

Is there anything else that you may need clarity with? I would be more than willing to explain it.
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It's just that the plot may be futile if while he's killing heroes and good guys to become one himself so he can fuel his army. No one is going to accept that necromancers are good guys while they are killing heroes and raising them again. Since it's a neccessity of being a necromancer there's no way it's plausible.

Unless he only utilises the necropolises of the evil necromancers he vanquishes....but even then had the extreme good guys the paladin's captured a necropolis the nice thing to do would be to let the spirits residing there rest in peace.
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I see your point.

The thing is that The Masked Knight isn't so starkly black and white. The paladins often times are coming off as fight-happy nutjobs (A la Artix von Kreiger from Artix Entertainment, specifically his Dragonfable version, where he literally exorcised the ghosts of Frostval past, present, and future just because they were ghosts), as well as the other "heroes", who don't get to learn their opponent before attacking, trying to kill Toren "because you're a necromancer!"

Hell,
Spoiler: In regards to the previous main character
Tommy is an Orc. You know, the typical fight-happy crush everything type of monster?

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General Tommy wrote:
I see your point.

The thing is that The Masked Knight isn't so starkly black and white. The paladins often times are coming off as fight-happy nutjobs (A la Artix von Kreiger from Artix Entertainment, specifically his Dragonfable version, where he literally exorcised the ghosts of Frostval past, present, and future just because they were ghosts), as well as the other "heroes", who don't get to learn their opponent before attacking, trying to kill Toren "because you're a necromancer!"

Hell,
Spoiler: In regards to the previous main character
Tommy is an Orc. You know, the typical fight-happy crush everything type of monster?


Erm unfortunately I have no idea on the game your on about XD

But I mean simply if people don't like necromancy, it'll be because they violate their loved ones in their graves, kill their loved heroes and smite their cities with undead.

This new 'good' necromancer Toren is really just scratching out 1 of 3 reasons to consider Necromancers evil.
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Pierre wrote:
General Tommy wrote:
I see your point.

The thing is that The Masked Knight isn't so starkly black and white. The paladins often times are coming off as fight-happy nutjobs (A la Artix von Kreiger from Artix Entertainment, specifically his Dragonfable version, where he literally exorcised the ghosts of Frostval past, present, and future just because they were ghosts), as well as the other "heroes", who don't get to learn their opponent before attacking, trying to kill Toren "because you're a necromancer!"

Hell,
Spoiler: In regards to the previous main character
Tommy is an Orc. You know, the typical fight-happy crush everything type of monster?


Erm unfortunately I have no idea on the game your on about XD

But I mean simply if people don't like necromancy, it'll be because they violate their loved ones in their graves, kill their loved heroes and smite their cities with undead.

This new 'good' necromancer Toren is really just scratching out 1 of 3 reasons to consider Necromancers evil.

I see your point even further. And that's precisely one of the plot points is the fact that necromancy is considered so overwhelmingly evil that only real Card Carrying Villains ever divulge in, to the point where many schools of necromancy have mandatory Evil Overlord classes.

And this is why we have the Villain Protagonist (though he's only a villain in the eyes of the public, a la Spiderman).
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General Tommy wrote:
Pierre wrote:
General Tommy wrote:
I see your point.

The thing is that The Masked Knight isn't so starkly black and white. The paladins often times are coming off as fight-happy nutjobs (A la Artix von Kreiger from Artix Entertainment, specifically his Dragonfable version, where he literally exorcised the ghosts of Frostval past, present, and future just because they were ghosts), as well as the other "heroes", who don't get to learn their opponent before attacking, trying to kill Toren "because you're a necromancer!"

Hell,
Spoiler: In regards to the previous main character
Tommy is an Orc. You know, the typical fight-happy crush everything type of monster?


Erm unfortunately I have no idea on the game your on about XD

But I mean simply if people don't like necromancy, it'll be because they violate their loved ones in their graves, kill their loved heroes and smite their cities with undead.

This new 'good' necromancer Toren is really just scratching out 1 of 3 reasons to consider Necromancers evil.

I see your point even further. And that's precisely one of the plot points is the fact that necromancy is considered so overwhelmingly evil that only real Card Carrying Villains ever divulge in, to the point where many schools of necromancy have mandatory Evil Overlord classes.

And this is why we have the Villain Protagonist (though he's only a villain in the eyes of the public, a la Spiderman).


Yes I'm not doubting the kind of villain or protaganist he is. I'm saying that if he wants to prove himself good, it'll almost certainly be accepted by the public.

I'm saying Necromancy isn't a job class that exactly open to good guys, even if he only wanted to bring back the dead to build things for charity he'd still be considered evil.
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WAAAAAAAGH!

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Alright then.

Hey, thanks for helping me out with the war scene problem mate. I really needed it.
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Gettin' Old!

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General Tommy wrote:
Alright then.

Hey, thanks for helping me out with the war scene problem mate. I really needed it.


War Scene problem? :eh?:

Not sure what one you meant but ok.
It's just the plot that seems challenging should be easy to make the game mechanics in comparison
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WAAAAAAAGH!

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Pierre wrote:
General Tommy wrote:
Alright then.

Hey, thanks for helping me out with the war scene problem mate. I really needed it.


War Scene problem? :eh?:

Not sure what one you meant but ok.
It's just the plot that seems challenging should be easy to make the game mechanics in comparison

:beef:
How the? How in the? WHAAAAAAAAAAAAAAAAAAAAAAAAAAATTTTTTTTTTTTTTTTTTTT?!?!?!?!?!

How the HELL did you not notice it? This whole problem was specifically about the war scenes. Specifically, controlling the undead during said scenes. You completely managed to forget the entire origin of this discussion?!
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Gettin' Old!

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General Tommy wrote:
Pierre wrote:
General Tommy wrote:
Alright then.

Hey, thanks for helping me out with the war scene problem mate. I really needed it.


War Scene problem? :eh?:

Not sure what one you meant but ok.
It's just the plot that seems challenging should be easy to make the game mechanics in comparison

:beef:
How the? How in the? WHAAAAAAAAAAAAAAAAAAAAAAAAAAATTTTTTTTTTTTTTTTTTTT?!?!?!?!?!

How the HELL did you not notice it? This whole problem was specifically about the war scenes. Specifically, controlling the undead during said scenes. You completely managed to forget the entire origin of this discussion?!


Shhhhh :keiko: Let's pretend I never said that and I just helped ok?
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Yes. Let's.
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A.K.A Very Melon

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Quote:
If you could create a video game...


Well... I'VE ALREADY MADE GAMES WITH GAME MAKER HAHAHAHAHAAAAAAAA

-SS
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Wherever you go, I will be there.

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The Here and Now

A collection of short stories around tragic events, with the ability to go between three time zones, Prior to the Incident, Day of the Incident, The Here and Now.
It'll essentially be a mind fuck, for example, you get a seed to plant a tree to help you on the Day of the Incident, so you go to Prior to the Incident and plant it, then, in the Day of the Incident, the change appears, and there is now a tree for you to jump on.

(TIME PARADOX-TASTIC Yes, it is a puzzle platformer.)
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Pretentious? Moi?

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A CONNECTICUT YANKEE IN KING ARTHUR'S COURT.
Would be the greatest video game ever.
You know, if it was done right.
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FINE

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Well, i'm planning to make a game
Spoiler:
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Humph.

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I'm already making a series as we speak. I'm just keeping the idea to myself for now.

I'm also trying to make a emulator, a custom engine, and MANY ports.
Ace Attorney MIDI rips!

Please visit my forum!

Engaged to P!ATD.
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SMEWWOVISION WEPWACES TEWWOVISION?!

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A game based on Westworld. Done correctly, of course.
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...i cant believe someones actuallya skin the question. Now that ive been asked i dunno what to say...
umm, its a mix of gears of wars' midnless violence, assassins creed's incredible acrobatics and a Bioware games' epic storyline. It's aclled Proejtc Georgia. It's nothin too flashy but maybe ic an get my friend to help with 3d animtion (that is if i can get him off of WoW the friggin nerd)
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Gettin' Old!

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Durgey wrote:
...i cant believe someones actuallya skin the question. Now that ive been asked i dunno what to say...
umm, its a mix of gears of wars' midnless violence, assassins creed's incredible acrobatics and a Bioware games' epic storyline. It's aclled Proejtc Georgia. It's nothin too flashy but maybe ic an get my friend to help with 3d animtion (that is if i can get him off of WoW the friggin nerd)


You've just picked 3 of the most popular elements in games and you've got nothing to show for it? Everyone would love to make a game that combined that flawlessly you've not really given us any idea.

Maybe if GOW III is incredibly acrobatic your dream may be fufilled.
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I'd probably be putting together a sort of Detective Investigation sort of game that keeps all "prompting" to a minimum.

To work correctly, the game would have to be somewhat freeroaming, with a moderate-sized city to look through. Most freeroaming games make a big space that's only 20% occupied with mission areas, shops, etc. I'd make my world small enough that basically each building you see will at some point be relevant to the game. Also, each would be visually unique in some way so if you hear someone say "Yeah. we're meeting at the old Fish Parlor" a player would instantly be able to remember that restaurant's horrible logo.

What I mean by minimal prompting is this; let's say your investigating the office of this wealthy businessman. You find a suspicious-looking printed E-mail in his trash with this on it;
--------
Something's gone wrong. We need to get rid of a loose end.
Meet me under the bridge at the docks at 9 PM tonight.
--------
See in many sort of adventure games, this might trigger a cutscene where the character says to himself "I wonder what this is. Maybe I should listen in on it." and a mission objective is added; "Go to the docks at 9 PM"
In my game, nothing is said. The player just has to assume for himself that this will be something important, and go there for himself. By reducing the overobvious "GO HERE" markers given, the player will hopefully feel more accomplished and smart when his information gets him somewhere.

Some detective games fail from the fact that you're only solving one case, and once you've figured out who the bad guy is, you just spend a lot of time working your way close to them to take them down. Thus nothing is really rewarding until the endgame. Since mine is sort of freeroaming, it might work to have shorter miniquests in which you find a kidnapper, or settle a family dispute, etc.
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@Katana:

Problem with that. Namely: That would cause many times where players would easily forget where to go if they aren't playing it every day.
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Am I the only person who loves Athena?!

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Nowadays I don't know, but I do remember a pointless "game" I thought would be awesome XD

Well it already kinda exsists in SecondLife and The Sims. If you merged those two together you'd get a pretty good idea of what I mean.
I've never been abroad, so when I was younger I wanted a game that was just like real life. If you wanted to travel to a country, you could. Anywhere you liked, without spending real money and getting into debt. And without having to learn a new language XD

... Pretty much it really. It's just me being a kid and not having visited any other countries. XD;

Actually I do have an idea... Bloody ANYTHING on EITHER DS or Wii that has Franziska as a main character and lets you be in control of her whip *already praying for an AAI2 with Franziska being the main* God I'm such a fangirl <___< :whip:
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Call me Ishmael.

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New idea.

Chrono Trigger meets Terranigma.

Time travel + historical events in our world = instant win.
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Nyaaaaan~ Moé Powers Go!

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A Phoenix Wright fangame where Phoenix goes back to the past and once again stars in an Ace Attorney game. Oh wait...

Never mind. I don't have any good video game ideas, but I've always wanted to make a complicated board game based on Final Fantasy Tactics where you could level up characters, buy items, explore, and battle others.

Now if you'll excuse me, I'm off to find some images of FFT maps and items.
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Wolf boys RULE!!! So does Shih-na!

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My game would be.......uhhhh some sort of dating sim, or maybe a fighting game.
I can't think of any non-cheesy names. :sadshoe:
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Super High-School Level Galaxy Defender

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When I was a kid, I tried to create a RPG game on RPG Maker 2000 (ahhhhh... the days of my youth... like the scent of lemons sbkjghsl) on my PC. Then I showed it to my older cousin. He said "this crap looks more like the demented offspring of a third-rate action game than a RPG".


After that, I never tried nor thought about making a game
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A world-spanning JRPG that has a hero (living somewhere between the worlds) saving each one by solving a world's problem. These different worlds would be represented through a unique art/music style for each one. Party members would also be gathered in this quest from each of the worlds and would have a personalized musical instrument as a weapon.
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☆☆☆ Kira ☆☆☆

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A visual novel made with the same heart that Katawa Shoujo had with a story that rivals the epicness of G-Senjou and Muv-Luv Alternative. And lotsa lotsa H-scenes. Which are accessed by playing a MVC-esque fighting minigame. And lotsa lotsa voice acting. Gotta have voice acting.
I'm Blak, and I have shit taste.
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