Here here! I too am relieved this is a single-player game first, one that can stand on its own without raids, patrols, and the like.Multi-player should fit into the framework of the single-player game, not vice versa. I'm so glad that this game isn't going to turn out to be another MMO.
Sounds amazing Madoc, I agree with you, Sui Generis is how an RPG should be like, I think many people are going to be looking towards you guys, you could possibly have an MMORPG in your hands.This game will not feature rigid quest / reward mechanics. Someone might promise to reward you for completing a task but that's only worth as much as their promise until they deliver. Basically you're free to do anything with the information you're given, you're not necessarily rewarded for doing things. You should set your own goals and decide on the best way to achieve them, hoarding money isn't necessarily of any interest to you.
Similarly just because there's something you can fight it doesn't mean it's there for you to beat it. It's not there to fight you, help you or anything else to do with you, it's just there minding its own business. If you decide to storm a castle on your own or attack a group of thaumaturges you're unlikely to last long. Everything and everyone you encounter has its own purpose, you might find something mutually beneficial, you might even get them to care about you for your own sake or you might find conflict. Either way they will determine what their priorities are and do whatever is in their best interest.
Take the witch example. There is the assumption that you are in fact able to kill the witch, or that the authorities are able to capture her. If she's a thaumaturge she's unlikely to just let either one happen, she will most likely fight for her life or attempt to flee. It's possible that someone might decide to follow you but you'd need to make quite an impression or provide them with a serious incentive for them to abandon their current life to join you. They will then constantly reevaluate whether there isn't something better they could be doing. If they are killed in battle, that's it, they're dead.
Either way, everything here would be very circumstantial, you can't reduce any one event or behaviour down to some mechanic. There are many factors influencing every decision an NPC makes.
That at least is our design philosophy. It's untested though not entirely without precedents, we don't know yet how much we will actually be able to achieve but we have to try. We believe this is what an RPG should be.
As much as I applaud your enthusiasm, I think some things like this aren't things that should go into this game, it would be too hard to control as a player.Something I would really like to see is a grab/tackle mechanic.
With the Grab mechanic the player can try and hold onto the swinging arm of a enemy so another player can start attacking while the enemies guard is down.
With the Tackle mechanic one character can charge an enemy knocking him to the ground and his weapon out of his hand.
I would also like to see a hunger/thirst option.
Perhaps the player could trash about with the controls to try and free himself, or else if the held player had a higher strength than they holder he would break away quite easily. Could even work against you, if you tried holding onto a much stronger enemy he could send you flying to the ground or at your friend.As much as I applaud your enthusiasm, I think some things like this aren't things that should go into this game, it would be too hard to control as a player.
This game will not feature rigid quest / reward mechanics. Someone might promise to reward you for completing a task but that's only worth as much as their promise until they deliver. Basically you're free to do anything with the information you're given, you're not necessarily rewarded for doing things. You should set your own goals and decide on the best way to achieve them, hoarding money isn't necessarily of any interest to you.
Similarly just because there's something you can fight it doesn't mean it's there for you to beat it. It's not there to fight you, help you or anything else to do with you, it's just there minding its own business. If you decide to storm a castle on your own or attack a group of thaumaturges you're unlikely to last long. Everything and everyone you encounter has its own purpose, you might find something mutually beneficial, you might even get them to care about you for your own sake or you might find conflict. Either way they will determine what their priorities are and do whatever is in their best interest.
Take the witch example. There is the assumption that you are in fact able to kill the witch, or that the authorities are able to capture her. If she's a thaumaturge she's unlikely to just let either one happen, she will most likely fight for her life or attempt to flee. It's possible that someone might decide to follow you but you'd need to make quite an impression or provide them with a serious incentive for them to abandon their current life to join you. They will then constantly reevaluate whether there isn't something better they could be doing. If they are killed in battle, that's it, they're dead.
Either way, everything here would be very circumstantial, you can't reduce any one event or behaviour down to some mechanic. There are many factors influencing every decision an NPC makes.
That at least is our design philosophy. It's untested though not entirely without precedents, we don't know yet how much we will actually be able to achieve but we have to try. We believe this is what an RPG should be.
I am liking this more and more. You seem to have a great grasp on what is needed to make a superb RPG!This game will not feature rigid quest / reward mechanics. Someone might promise to reward you for completing a task but that's only worth as much as their promise until they deliver. Basically you're free to do anything with the information you're given, you're not necessarily rewarded for doing things. You should set your own goals and decide on the best way to achieve them, hoarding money isn't necessarily of any interest to you.
Similarly just because there's something you can fight it doesn't mean it's there for you to beat it. It's not there to fight you, help you or anything else to do with you, it's just there minding its own business. If you decide to storm a castle on your own or attack a group of thaumaturges you're unlikely to last long. Everything and everyone you encounter has its own purpose, you might find something mutually beneficial, you might even get them to care about you for your own sake or you might find conflict. Either way they will determine what their priorities are and do whatever is in their best interest.
Take the witch example. There is the assumption that you are in fact able to kill the witch, or that the authorities are able to capture her. If she's a thaumaturge she's unlikely to just let either one happen, she will most likely fight for her life or attempt to flee. It's possible that someone might decide to follow you but you'd need to make quite an impression or provide them with a serious incentive for them to abandon their current life to join you. They will then constantly reevaluate whether there isn't something better they could be doing. If they are killed in battle, that's it, they're dead.
Either way, everything here would be very circumstantial, you can't reduce any one event or behaviour down to some mechanic. There are many factors influencing every decision an NPC makes.
That at least is our design philosophy. It's untested though not entirely without precedents, we don't know yet how much we will actually be able to achieve but we have to try. We believe this is what an RPG should be.
If every skill advancement brings new opportunity then the sky's the limit. Realistically each skill needs so much work to implement that I think you create your own diminished returns after all the work scripting and programming.I don't know, skills can add more gameplay but its the same thing over and over to get better. Hmmm it's a hard one