View Full Version : Ensoul the monsters
eisprinzessin
02-03-2010, 08:16 PM
TQ has been about fighting monsters, GD will be of course, too ... and so have been many, many games. Populated with monsters which apparently serve one and only one purpose: to be slain be the hero. They are disposables :mad: and it does not get better after you killed thousands of them. :cry:
Make them memorable:
#1 The story part:
Quests can introduce you to their ambitions, or it is your task to find out more about their plans. Boss and hero monsters should be fully-fledged villains, who back up the story and have multiple appearances before you can actually battle them.
#2 The gameplay part:
A good level design ensures that battles remain challenging and entertaining. The Lilith mod did very well in this aspect. Fights can be staged like the Maenad, who lures you into the depths of her cave, or The Invocation in the Sphinx, where you have to defeat the pharaoh's honor guards.
Inspired by Skeleton Genocide (http://www.grimdawn.com/forums/showthread.php?t=112) and Boss Fights (http://www.grimdawn.com/forums/showthread.php?t=258)
jiaco
02-04-2010, 09:25 PM
There are a lot of things that can be done to spice up the game in this department, from more quests given and achieved by infiltrating the enemy to having a reoccurring monster that you fight throughout the game but that (almost) never gets dead and keeps evolving throughout the game.
Mostal did interesting things with the TQ toolset such as the archeologist quest. If this was expanded to involve more characters that start off as quest givers or companions and then later betray you and turn into bosses, that might be cool. In addition, when you enter the path of the dead and there is the big skeleton that disappears after a brief dialog, it would be interesting if such a character kept coming in and out of your path and leading you on a longer quest and in the end decides you must die and turns into yet another monster to be killed.
I would be interested to know if Crate is modifying the quest system from TQ to be "improved" for GD.
eisprinzessin
02-05-2010, 07:58 PM
Quite a lot of views, but just one reply - thanks for it, jiaco. I'd love to see such story twists as suggested by you.
psisci
07-31-2010, 03:10 PM
sounds like a nice idea. i always wondered how did the bosses /heroes (villains) became so darn strong....
Harlequin
08-01-2010, 12:02 AM
Does anyone remember the Letter from SatyrArcher #42 (or whatever it was)?^^
I cant even remember the context but it was funny.
There you got your soul! I felt terrible for killing a Satyr after reading it. >_<
eisprinzessin
08-01-2010, 12:37 AM
Funny ... well, the easter eggs were goofy. Not my cup of tea. This is what I've been looking for:
I think a lot of story background can be effectively conveyed through more passive means such as finding journal pages, environments that visually tell a story, and NPC dialog.
Squirrel_Bane
08-04-2010, 06:41 AM
to be perfectly honest, i neither liked chasing that stupid motherfuck Suicune, nor cared to use his worthless ass. if i have to chase your ass throughout a game, you better be fuckin' worth it, otherwise it's really stupid.
The Wuggly Ump
08-18-2011, 02:13 AM
I've been thinking about this recently, and it makes me think back to the first time I played Half-Life 2, when I met the Vortiguants and heard them talk about all the Vortiguants I (meaning Gordon Freeman) had killed in the first game.
It would be so wonderful if we got a taste of that kind of thing in Grim Dawn. Feeling bad about killing the enemies makes things way more poignant - and more importantly, less boring.
vBulletin® v3.8.4, Copyright ©2000-2013, Jelsoft Enterprises Ltd.