2013-07-10, 06:37 PM
Madds,
"And as stated with my plot post.. Chapter one will have a max level to 25.... Chapter two starts at level 25 to 50, chapter 3 , Level 50 to 75 and chapter 4 , level 75 to 99"
I think its good to set a minumum and maximum, though I think its important to consider players ability levels, and players who rush through chapter 1 may regret not levelling up in that chapter later on, and get laid out in chapter 2 or 3 because they have fell behind the 'players average level' margin you have outlined for that area. So unless you have a way to compensate for this, like only generating strong monsters when a player is level 25+ in chapter 2, players will suffer and likely stop playing if you gauge your game difficulty on levelling up alone. Just my input
JDO
"If your environment is interesting and picturesque too, it would almost be like the game had alternating modes- combat until a player cleared an area, then exploration and relaxedly enjoying the scenery as you looked around for puzzle solutions etc."
I think this is something that demons souls should have implemented more, when the player sways more towards white then the landscape and enemies should change, wheras it just opens up hidden paths (to more evil enemies? doesnt make sense) and NPC conversations. Rather than having just a set progression method that looks after itself and the player, which is harvesting enemies, farming items... Why not have more cause and effect progression that changes based on the players interaction, and have good / bad outcomes based on their choices in the game. This would likely provide just as equal a challenge to monster infested areas.
Holy,
"In the end if experience or Score is based solely on violence, it could be a marker of how violent your play through has been. Especially if you are only awarded points on death of an adversary. Then the Classes could also reflect pacifism. Which is often associated with honor and heroics."
While I agree that players should regulate how they fight in games, I think that the pacifism should be obtained through events such as not destroying monster eggs, and not defeating weak or non-hostile monsters.
"And as stated with my plot post.. Chapter one will have a max level to 25.... Chapter two starts at level 25 to 50, chapter 3 , Level 50 to 75 and chapter 4 , level 75 to 99"
I think its good to set a minumum and maximum, though I think its important to consider players ability levels, and players who rush through chapter 1 may regret not levelling up in that chapter later on, and get laid out in chapter 2 or 3 because they have fell behind the 'players average level' margin you have outlined for that area. So unless you have a way to compensate for this, like only generating strong monsters when a player is level 25+ in chapter 2, players will suffer and likely stop playing if you gauge your game difficulty on levelling up alone. Just my input
JDO
"If your environment is interesting and picturesque too, it would almost be like the game had alternating modes- combat until a player cleared an area, then exploration and relaxedly enjoying the scenery as you looked around for puzzle solutions etc."
I think this is something that demons souls should have implemented more, when the player sways more towards white then the landscape and enemies should change, wheras it just opens up hidden paths (to more evil enemies? doesnt make sense) and NPC conversations. Rather than having just a set progression method that looks after itself and the player, which is harvesting enemies, farming items... Why not have more cause and effect progression that changes based on the players interaction, and have good / bad outcomes based on their choices in the game. This would likely provide just as equal a challenge to monster infested areas.
Holy,
"In the end if experience or Score is based solely on violence, it could be a marker of how violent your play through has been. Especially if you are only awarded points on death of an adversary. Then the Classes could also reflect pacifism. Which is often associated with honor and heroics."
While I agree that players should regulate how they fight in games, I think that the pacifism should be obtained through events such as not destroying monster eggs, and not defeating weak or non-hostile monsters.