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#1
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I'm sort of happy to read ...There could be three starting areas and you would be asked to choose during character creation. This can affect the main quest or (if that is to complex) side quests. At some stage you need to choose, which of the other areas you want to visit next. Your choices should have an influence on the story throughout the game.
Once you start on epic mode, you will start from the place you chose second in normal mode. Legendary mode will start from the place you left over. This will give you the opportunity to tell the story from different angles and motivate casual gamers to play through epic and legendary modes, too. Optional - the following is the original idea (and a spin-off of another of my posts) and is supposed to give some background to the classes. Each class can only be obtained from one of the three starting areas. The second class can be obtained from either place you have explored. Each class can be activated through a quest you choose, so that there will not be a menu to select from. Your two classes would be the gift/curse of your decisions. I assume that most people will want to know the result before they decide, so that they do not end up with random classes. So these quests have to be sort of obvious. Multiplayer concerns: - a player who teleports to his party must not be able to aquire a class from that area unless he has unlocked it - each player can accept and complete quests specific to his storyline regardless if he is the host or not (beware of clashing quests), but the whole party can join any fights |
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#2
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German developer Ascaron did this with "Sacred". After choosing a race, the player starts in a special area of the world map and gets some individual quests in the beginning. Itīs an elegant solution, because you didīnt have to design a starting place in multiple versions with different npcīs and quests for each race or class. You can simply design different locations as part of the whole map and story and use it twice - as individual starting point for each race and as a "normal" location for other players.
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#3
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I really like the idea of having some history behind the character. Most toons in this genre have the appeal of a sack of potatoes.
How about coupling the mastery to the starting area? Players would have to choose their first mastery on character creation. For example, in TQ; The Warfare bloke would come from the Spartan Army, where he was called to the killing fields to gain glory in battling their new enemies. The treehugging hip.. Wanderer would start investigating why every animal in the forest is going mad. The Defense dude would fight off the satyr invasion in Athens. Teh Seer would be drafted by his mastery, the Oracle of Delphi Da Hunter would avenge his clan Mr. Theurgist would be sent to restore balance Rogue would be promised freedom if he helped fight of the invasion Storm would be warned by the waters of the ocean that the Telkines had escaped Earth guy would be signaled by the corruption of the earth (the giant black stones). All areas would contain an NPC to tell them something about their mastery (and possibly history, e.g. training, experience, etc..). Imho, beats arriving with no skills in some backwater alley where you fight of satyrs with a stick. |
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#4
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I agree with yerkyerkyerk
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#5
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Quote:
So, the optional/original idea seems to be more interesting to you. Starting with a mastery from the start is OK. But I like TQ's approach where you just need to select the gender, color of your tunic and decide on your name (which can be difficult at times ). Speaking of WoW - it took me ages to configure my look, before I could even play a bit. I'd prefer to start the game before the tedious administration starts. Therefore I'm happy to choose my first mastery at level 2 from a pool limited by my starting area. This would make things easier for me (I always try to understand thoroughly but with little success).But I agree with yerkyerk that GD deserves a better introduction than TQ. In Final Fantasy VII your first mission is a terrorist attack. Very cool in 1997 - inconceivable nowadays.
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#6
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Quote:
Back on topic, though, wouldn't it be decent to give a short romp about each character class? Say, like forcing the player to pick a primary and starting the backstory for that character when creating a character. Short video about their inclusion and such. Cheers, Malph EDIT: NINJA'd. Last edited by Malpheas; 01-27-2010 at 07:22 PM. |
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#7
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By more than 7,5 hours nonetheless
![]() But, great idea! |
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#8
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I actually read your post, but apparently I only skimmed it. Who knew. Anyways. I agree, great idea.
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#9
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Quote:
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| Tags |
| classes, lore, quests, story |
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). Speaking of WoW - it took me ages to configure my look, before I could even play a bit. I'd prefer to start the game before the tedious administration starts.
but with little success).


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