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| Genres and Game Design Elements http://www.ferrousmoon.com:80/forums/viewtopic.php?f=55&t=1894 |
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| Author: | FinalWarrior [Sat Aug 29, 2009 1:10 am ] |
| Post subject: | Re: Genres and Game Design Elements |
Quote: Quote: I definitely agree with everyone here about the removal of grinding. I also think factions are a VERY appropriate system to add to uplink.
Adding factions without the grind sounds like an interesting challenge to me.You could do it like Dungeons and Dragons' mechanic for belonging to a faction - you join a faction and gain a static "fringe benefit(s)" simply for belonging to the faction (and probably exclusively to that faction), but can then advance your rank (through some method - the above MW/OB style, for example) and thus take up both more power and more responsibility within the faction. @OP: My favorite genres:
Here's a gameplay element I don't like: escort missions. Why? Because almost always, whatever the fuck it is you're escorting is more mentally deficient than a rock, about as sturdy as balsa wood, and slower than molasses sitting outside on the coldest Thursday of November in New York City at two minutes past 1AM. The last two are excusable, because they're probably reasons why you're escorting the object in question. The first one though? No. If you are being shot. Fucking take cover. No, MY LINE OF FIRE IS NOT GOOD COVER. FUCK. -- Griffinhart ETA: Since I see people citing literary genres as well, how about a little post-cyberpunk or even, dare I say it... Transhumanism? (Why yes, I am a fan of Dresden Codak, why do you ask?) ETA2: I also saw a post along the lines of "have things other than hard/software to be bought" and I'd just like to say that, IMO, moneysinks are a bad idea. Everything in the game should have some sort of use, even if it's as obscure as, say, an amputated mutant sixth toe. (Yeah, I'm also a believer in Chekhov's Gun.) |
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| Author: | Tycho [Sat Aug 29, 2009 7:01 am ] |
| Post subject: | Re: Genres and Game Design Elements |
Quote:
And I don't find the social nature of MMORPGs to be much of an issue. There are times that I have a single player game and think how great it would be if it was multiplayer. Playing with friends can be good fun. The social aspect becomes a problem when people start complaining that you weren't online when you should've been. Because then the game becomes a job. Another problem with it is that you will always have total douche bags who just want to ruin the gameplay for everyone else via player-killing or thievery, or whatever. Quote:
Quote:
Quote: [*]Turn-based grand strategies - basically, the Total War games (Shogun, Medieval, Rome, Medieval 2 - yeah, I've played all of those), campaign mode, auto-resolved battles only. Also the Civ games and GalCiv2. I love the micromanagement, but my wrist sure doesn't...[/list]
Also good. I play Civ4 occasionally. FreeCiv is good to, but the AI there is far more cutthroat than I'd like.Quote: Like Tycho, I like the "Conducts" gameplay element. Self-imposed challenges are fun, partly because they're self-imposed. When they're required... /headdesk
And sometimes, you can get conducts unintentionally, too. So it's kind of a bonus on occasion.Quote: Here's a gameplay element I don't like: escort missions. Why? Because almost always, whatever the fuck it is you're escorting is more mentally deficient than a rock, about as sturdy as balsa wood, and slower than molasses sitting outside on the coldest Thursday of November in New York City at two minutes past 1AM. The last two are excusable, because they're probably reasons why you're escorting the object in question. The first one though? No. If you are being shot. Fucking take cover. No, MY LINE OF FIRE IS NOT GOOD COVER. FUCK.
I think I laughed so loud that my parents woke up. ¬¬
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| Author: | sentinel [Sat Aug 29, 2009 9:27 am ] |
| Post subject: | Re: Genres and Game Design Elements |
Quote: I've got the 3.5e and 4e DND books, but they're in PDF format. I haven't touched them yet, but that's only because I don't have anyone to play DND with.
Wait 'till vacation time and you have your first player! |
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| Author: | gamers2000 [Sat Aug 29, 2009 9:42 am ] |
| Post subject: | Re: Genres and Game Design Elements |
Cyber (punk or not, it's cool), simulations (Yes, I do run Flight Simulator (play doesn't do it justice) and play Dangerous Waters), real-life RPGs, sandboxes (I CAN'T FUCKING WAIT FOR SUBVERSION TO COME OUT WOO). And for god's sake, please no fantasy RPGs, or fantasy anything. I hate being stuck in a medieval world filled with weird monsters. (Perhaps it's the medieval thing, IDK.) Which is why I loved Freelancer. MULTIPLAYER. Nuff said. Sorry this isn't as nicely laid out, I CBA to do it. EDIT : OH. I forgot to add. I absolutely love having a huge world to play in (think GTA), but not those that are "if you want, you can walk to that cave and find the golden tongue of doom so that you can get a golden spear." Side-missions are fun, but give me a living, breathing world that I can do random stuff not related to missions. |
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| Author: | FinalWarrior [Sat Aug 29, 2009 10:49 am ] |
| Post subject: | Re: Genres and Game Design Elements |
Quote: Which is why I loved Freelancer.
Gods yes. In addition, Freelancer is a perfect example of "it doesn't have to model real life to be fun".@Tycho & sentinel: I have no problem with running a game of 3.5e or 4e DND. -- Griffinhart |
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| Author: | Tycho [Sat Aug 29, 2009 1:02 pm ] |
| Post subject: | Re: Genres and Game Design Elements |
Neat, maybe we can do a play-by-post on this forum. |
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| Author: | sentinel [Sun Aug 30, 2009 1:15 pm ] |
| Post subject: | Re: Genres and Game Design Elements |
Quote: Neat, maybe we can do a play-by-post on this forum.
Me likes idea! |
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