LordYabo
Defiance Game Studio
There are unique world events that only one can happen per game out of a deck of about 12. It happens mid game.Looks interesting, are you planning to have unique events?
Is this what you mean by events?
There are unique world events that only one can happen per game out of a deck of about 12. It happens mid game.Looks interesting, are you planning to have unique events?
Interesting ideas. My favorite simulators (Capitalism 2 and Tropico 1) have you pick specific goals at the start and then try to achieve them. That isn't what I was thinking here, I was thinking the goals you set would be more situational as you play along and spot opportunities.Just make sure it doesnt end up feeling pointless. Happens far too often in RNG dependant games. Playing for the sake of playing can be cool, but it will end up tiring players fast, so add a point. Maybe RNG quests based on the character creation. Like tracking a long lost sibling, dethroning a an evil king via murder or stirring up a rebellion, claiming a crown, taking revenge against a high ranking official backed up by an emperor, stopping a demon invasion, hunting down a family of powerful vampires.
Have all of them and more be an option at character creation, this gives your player a goal and a motivation for their characters, and it provides a context to your actions. They dont need to be super complex, just need to be there.
Finally, and this may elate you, there is no experience points for combat. None. Nor loot. What you get for winning combat is to keep living and doing what you want.
Simply by removing the power gain reward from combat immediately takes combat from center stage (most games) and puts it back into concert with the other pieces so the game works more as an "ensemble piece".
In fact, deemphasizing combat begs the question: well what else will I do???? And the answer is EXACTLY! That's why Archmage has so much for you to do because there is so much more to being in a game world than just slaying stuff (as important as slaying stuff is).
These are really good questions, do you mind if I post them on the steam discussion so others can see the answers?
Early in dev I said "NO RANDOM ENCOUNTERS EVER". I've since had to qualify that a bit for situations like this:
The giant spiders have a nest at a specific location on the map. The player moves through that hex. Do they encounter spiders?
Well, a hex represents about 3x3 miles, so based on the population level of the lair there should be a significant chance of having to fight giant spiders just to get through. Is THAT a random encounter? I don't think so. But to a player it may look like one. But that encounter is actually a clue to the player that this is an area populated by giant spiders and may want to investigate it further. Lairs operate like monster generators sorta like guantlet. Kill the generator, stop the flow of monsters.
In your game world, a historical mage may have written a book with level 30 fireball in it, but not in my gameworld. So even here I've put work into making questions like "what's the best spell to use" irrelevant to ask. It also makes for different experiences on different play throughs as the overal strategy and combos change. (It's more involved than this, but this is a good summary)
Finally, and this may elate you, there is no experience points for combat. None. Nor loot. What you get for winning combat is to keep living and doing what you want.
Simply by removing the power gain reward from combat immediately takes combat from center stage (most games) and puts it back into concert with the other pieces so the game works more as an "ensemble piece".
In fact, deemphasizing combat begs the question: well what else will I do???? And the answer is EXACTLY! That's why Archmage has so much for you to do because there is so much more to being in a game world than just slaying stuff (as important as slaying stuff is).
Short answer is: Yes!
Clearly you "get" what this game is doing. These are some really good ideas and I've just brought them to the dev team to consider because I think you said it better than I did.
Yes both unique events that can happen while you travel both major ones or minor ones. Where you have choices on how to handle these situations.There are unique world events that only one can happen per game out of a deck of about 12. It happens mid game.Looks interesting, are you planning to have unique events?
Is this what you mean by events?
It would be cool if you attached this randomness with seed numbers. And let players put a seed number into start of game and always get same world and with same quests and same items. So people can share their fun world with friends or something.Let me clarify what I mean by "unwikiable":
A game where you can't go to the internet to get the answer of what to do or how to solve the problem.
Every world is randomly generated, so there is no way to know if this noble will betray you or not.
Every quest is randomly generated, so there is no way to see where to go to get the quest item.
Even the history of your world is randomly generated which affects some of the parameters of your game. For instance, the availability and power of spells are different from game to game. In your game world, a historical mage may have written a book with level 30 fireball in it, but not in my gameworld. So even here I've put work into making questions like "what's the best spell to use" irrelevant to ask. It also makes for different experiences on different play throughs as the overal strategy and combos change. (It's more involved than this, but this is a good summary)
The Greenlight page describes the game as a Raistlin Majere simulator, but from looking at this video I'd say it has a bit of Rance in it as well.
If the dev is here reading this, pls go full Rance and let Archmage be a slavemancer.
Ya, someone pointed me to this thread, so thanks guys!
Yes, you can enslave people. Sell em or force them to work for you.
lol, this game's Greenlight trailer is a must-watch:
The Greenlight page describes the game as a Raistlin Majere simulator, but from looking at this video I'd say it has a bit of Rance in it as well.
That's a big incentive to load every time you stumble upon a random fight.there is no experience points for combat. None. Nor loot. What you get for winning combat is to keep living and doing what you want.
Simply by removing the power gain reward from combat immediately takes combat from center stage (most games) and puts it back into concert with the other pieces so the game works more as an "ensemble piece".
Maybe this can mean the death of another thing: The random fight. Why are we always in so many random fights? How many random fights have you ever been in? Hell, I was in the business of getting into fights for a living, and not ONCE did I ever get in a "random fight". Random fights should not really be a thing. It takes a seriously deranged person to just get into random fights.That's a big incentive to load every time you stumble upon a random fight.
And will give meta feelings of dread, followed by boredom if you decide to actually fight. No carrot at the end of the fight sounds like a bad idea.
How do you gain power in this case?
Mad experiments/conquering places of power/gear/sacrifice people/spreading religion?
I am not saying to steal Dominions magic and artifacts, but blatantly steal it. Also no self respecting mage has no summons. But the current system doesn't seem to be set up like that, maybe have in addition to the 3 rows an additional summoning row that is where your mage standing but the summons can also go forward?- Ways to do some radical things with magic (that change the map permanently, warp or eliminate certain factions etc.)