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What I'd like to see in an RPG: Part 2 |
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by Mike Lemmer
For those of you just joining us, please read my other
editorial to get up to par.
Now, on with the drivel...
#7.Real Atmosphere
How much does air quality affect YOU? Pretty much, especially
if you're in an enclosed environment on a planetoid with no atmosphere.
Throughout the game, the player will keep track of the air content
of their area. Two of the most important will be oxygen and carbon
dioxide. Naturally, if oxygen reaches zero, they better have some
airpacks on or they're gonna croak. Gives the starting goal of
getting the oxygen tanks working a bit more urgency, don't you
think?
Carbon dioxide is useful due to the fact that plants use it to
grow and create oxygen. This fact will give the player a secondary
way to preserve the oxygen, provided they can find the Greenhouse
and some seeds...
Other types of gases will also come into play. Carbon monoxide
can quickly kill characters, while abundant oxygen and hydrogen
will make things interesting when the explosives are brought out.
(KABOOOOM!!!) Toxic gas is, well, toxic. Those and other important
gases will be monitored (in the status screen) and a series of
pumps throughout the station will allow the player to change the
composition of the atmosphere to their advantage. For example,
if a room's filled with enemies that breathe nitrogen, and you
pump all the nitrogen out...
(Sound a little too complex? Then get rid of it. Read below...)
#8.Changable Environments
Not just the dinky little "shoot the grates open" type.
Players will be able to blow holes through walls, shoot bridge
support ropes to make them collapse, make pillars tumble and crash
onto adversaries, and push heavy metal crates onto the heads of
enemies below. Of course, the enemies will do the same. (In other
words, get off that rickety support bridge ASAP.) Lights will
be blown out, windows shattered, computers blown to pieces, and
passages could be blocked by the sheer number of enemy carcasses
you left there.
Players will also have to be very careful of the limitless possibilities,
since you can't undo a thing like collapsing a bridge. Certain
actions may make fulfilling certain objectives impossible, or
a heckuva lot harder. On the other hand, you may have to do them
to proceed.
But how will the player be able to target all these things without
filling the screen up with potential targets? Read below.
(Hey, what true-blooded gamer would pass up an opportunity to
destroy nearly everything on the screen? Come on, you know you
want to...)
#9.FPS Targeting
When you choose to attack, you won't just point a hand at the
enemy and select them. You'll zoom into the character's point
of view and actually MOVE the aim sight until it's over the target
you want to attack. This will allow the player to attack (or try
to attack) EVERYTHING the character can see. They could even shoot
their own allies, if they want. Better yet, if you aim, then drag
the cursor, it'll cause a box to sprout up. The character will
then proceed to fill everything in that area full of lead or drag
the shot (in the case of a laser) across the area. Perfect for
laying cover fire or slicing that enemy's arm right off. In fact,
if you're feeling REALLY evil, you could aim the sight at the
enemy's groin, concentrate a laser there, and watch as they desperately
try to put out the fire that's erupted on their... well, you know...
(Oh, that makes me wince just thinking about it.)
#10.More Delicious Status Ailments!
Just Poison, Sleep, and Confusion? I don't think so. Look forward
to Exhaustion, Hallucinations, Hazy Thinking, Diseases, Twitchiness,
Radiation Poisoning, and plain old Feeling Rotten. Oh yeah, there'll
be half a dozen different types of poison... which one kills you
outright and which one causes you to lose strength gradually?
Hope you got plenty of antidote on you. Who knows what other horrifying
status ailments await?
(Imagine the embarrassment of having a Diarrhea ailment...)
#11.Weapons Up the Wazoo
Pistols, SMGs, Rocket Launchers, Flamethrowers, Welding Torches,
Crowbars, Vehicles, Cans of Aerosol Spray (to throw, shoot, blow
up), Whips, Laser Rifles, Mines, Fire Extinguishers, Dynamite,
Oil Puddles (to light on fire), Supersonic Burst Guns, Liquid
Nitrogen, you name it, you can probably use it on the various
meanies you encounter.
(Just imagine the chain reactions you could make with a couple
perfectly-placed oil barrels and a rocket or two...)
#12.Defense Up the Wazoo
Of course, there'll be plenty of futuristic armor, too. From bulletproof
vests to fireproof workclothes to top-notch sealed power suits,
you'll find everything you need to survive a burst shot. And don't
throw away that dinky vest for that power suit so fast: some activities
(like crawling through vents) may require a bit more mobility
and a lot less size than those power suits offer.
As for in-combat defense, screw that namby-pamby Parry option!
If you really want to get defensive, dive behind some nearby crates,
or gain the upper ground (and upper hand). Better yet, send some
reprogrammed defense droids in and watch the fireworks from a
safe distance.
#13.Customize!
What game would be good without customization? Put a few add-ons
to your weapon/armor to really kick some arse! And if this all
sounds too complicated, a built-in interactive help system will
help you determine the best things to do. Or you can just shut
it off. (Keep reading...)
#14.Gradual Skill Building
Say goodbye to levels. Build-up in this game will be constant.
The more you use a certain skill or attribute, the more it increases.
Dodging shots and shooting back some of your own will increase
Agility, pushing stuff (or whacking things with stuff) will increase
Strength, learning news ways of doing things will increase Intelligence,
and gritting your teeth and taking a few blows will increase Endurance.
There will also be ways to "train" for this (such as
working out, exercising, studying, etc.) but actual use will
be the fastest (and best) way of increasing those stats. The same
applies to skills. Read up on fusion engines all you want, but
if you really want to increase your expertise, try fiddling with
a few (with everyone else at a safe distance, of course).
Of course, there has to be a way to measure your progress: Enter
the charts. Each one measures the stats/skills of the characters,
allowing easy comparison between their current/starting levels
and the levels of all the other characters.
(Perhaps add in a "use experience levels" option for
the traditional gamers...)
#15.You Get Attached to your Equipment
Need a reason to stick with your trusty old Machine Gun rather
than changing to the brand-spanking-new Laser Gunner? How about
a bonus to equipment you use for a long time?
This system assumes that as the characters use the weapon/armor
more and more, they become used to it. A gun can be your best
friend in a warzone like this. They'll gain bonuses while using
that "certain" piece of equipment, from accuracy to
damage to critical hits to increased mobility. If they use another
piece of equipment, they won't get the bonus they did from "good
ol' reliable". Even modifying their favorite pieces of equipment
will reduce the bonus. (After all, it doesn't feel the same...)
Players will have to choose between using the new weaponry or
staying with the old one they get bonuses for.
(Oh yeah, and they should be able to name their favorite equipment,
too! Which sounds better: "X97 Rocket Launcher" or "Hellspewer"?)
#16.Customizable Levels of Difficulty and Complexity
Sure, the difficulty levels have been attempted before, but complexity
levels? Naturally, a lot of this new stuff could be disconcerting
to novices, or even hardcore gamers that haven't tried anything
like it before. Don't want your shots to change the landscape
all the time? Shut it off for this game. Don't want to worry about
customization? Shut it off for this game. Don't want big battles?
Make them small for this game. Don't want so many harrowing choices?
Narrow the plot a bit for this game. Don't worry: Lowering the
complexity won't make the game easier. It'll just beef it up in
the areas you want while eliminating the complicated, advanced
stuff you don't want to do.
And, of course, you can change the difficulty. Make the enemies
& puzzles easier, but you may not be able to get the best
endings... (Until you actually beat them normally, after which
you'll be able to access them from easier difficulty levels.)
(NOTE: Perhaps this could be expanded even more, with special
arena areas that the player could set their saved party and battle
hordes and hordes of monsters without risking their party. Perfect
for times when you want to screw the story for the hacking! On
the opposite side of the spectrum, there could be an obstacle
course where the player sees how fast they can get through it
with the least amount of injuries...)
#17.Outcast Radio!
Throughout your journey, you will stay in touch with one of your
party members that offers to stay back at the Main HQ Tower. He'll
keep you in touch with the various going-ons in parts of the station,
alerting you to changes within the station and situations you
might want to check out.
Oh yeah, he'll also play custom music for you. (Read: You can
substitute the default game music with your own collection of
MP3s. Have a heavy metal rock song or the classic "Ride of
the Valkyries" playing during battle: it's up to you.)
(NOTE: Thinking more about the implications of letting the players
determine the music of the game, I came to realize that some people
might actually make entire sets of music made especially to replace
the existing music. Just think of being able to download a single
patch and change the entire musical style of a game. All I can
say is: cool.)
#18.Ability-Enhancing Items are Actually Useful!
No more of this "you drank a Strength potion and it increased
by only 1 point" crap. If it's going to enhance your abilities,
it's going to enhance them enough that you can NOTICE it!
#19.Skip the Boring Stuff
One of my most-common gripes about RPGs. If you're at a high-enough
level that you can destroy a group of enemies just by LOOKING
at them, why bother fighting them? Just say the battle was successful
and allow them to continue minus a bit of ammo (similar to the
system used in Earthbound).
For enemies that the player just wants to blast, an "Auto-Attack"
feature will also be used. The characters will then just keep
normally attacking the creatures until they're toast (similar
to the system used in Breath of Fire I & II). After all, why
spend time on the little enemies when you can get to the interesting
encounters faster?
#20.IT WILL BE FUN
Above all, the game will be FUN. This seems to be missing in many
games nowadays.
In fact, the entire reason this game has so many new and interesting
things is to increase the numbers of ways a player can solve a
problem and giving them situations that cause them to think rather
than just punch the Attack button until their fingers blister,
thus increasing their fun as they try to come up with even MORE
demented ways of solving things. The "do one thing a heckuva
lot" syndrome and the subsequent boredom it causes seems
to be a common problem in RPGs nowadays. Of course, if you just
want the "do one thing a heckuva lot", you can tone
down the complexity and have the mindless fragfest you want.
And there will be comedy. Although the situation may seem bleak,
a thread of humor (light AND black) will go through the whole
thing. Whether the characters are gawking at the now-collapsed
bridge that they fought so hard to get to, eating the culinary
wonders of their resident cook ("I found more rats so I can
make seconds!"), crawling through sewage pipes, blasting
across the landscape in an out-of-control tank, hailing UFOs,
or busting a move to "The Time Warp" to enter a motion-sensitive
password, a current of insanity, sarcasm, and irony will be running
underneath everything they do.
Case in Point: The Gun Bunny Dance. Increase firing rates while
lowering defense (and possibly stun the enemy as they wonder what
the hell you're doing) by using this advanced combat technique.
Shoot, twist, load, shoot, hop, load...
#21.Harmonicas
How come no one else has put these in an RPG? One of the characters
pulling out an old harmonica while camping and playing a few tunes
would really hit the spot...
And with that, I end my list of ideas. Of course, there's plenty
more that could be added, but then I'd just be droning, wouldn't
I? If you have any interesting suggestions/ideas that could be
added to this list, write a response to this editorial.
And if you want to use these ideas in your RPG, go right ahead.
Anything I can do to improve the quality of RPGs is well worth
it. Just be sure to add some very special thanks to you-know-who...
-Mike Lemmer
"What do you MEAN all the dragon's wealth was in stock options?!?"
P.S.I received quite a few Emails about my other editorial
that I'd like to publicize right now:
Q. Will the whole game be restricted to just the space station?
A. Yes and no. The MAJORITY of the game will take place on the
space station. However, there will be areas around it and under
it. Some, like the Planetoid Surface and the Underground Alien
Base, will be completely different from the station. Others,
like the Station Sewage System, will be different enough that
you'll swear you're in another zone.
Q. After the characters stop "Ragnarok", will it be
one of those "happily ever after" endings, or will there
be tragedy in the best endings, too?
A.It all depends on how you play it. Many of your decisions will
have effects that'll be revealed in the endings. If characters
die in battle, they'll have funerals. If two fall in love (hey,
it could happen), there might be a wedding (shotgun, of course).
Families could be torn apart, characters could become "brothers",
someone may become a mercenary. It'll be interesting just to see
how the changes in the characters during the game are reflected
in what happens to each of them. (And yes, you'll find out exactly
what happens to them.)
Comment: Those examples you stated sure seemed like the angst you
said you were avoiding. Also, companies have already been working
on "characters who aren't supposed to be heroes".
Response: Ah, but there's a fine difference between the angsts. One type
of angst is melodramatic all the time, while the other one jumps
from drama to humor to frustration and back again. The party sulking
around the campfire after a major defeat is dramatic (and the
type of thing you'd see nowadays), but if you have the solitary
hot dog that is their supper slip through the grate and fizzle
in the fire as they stare at it, you have humor. As Charles Schwarz
once said, "There is no comedy in happiness."
As for the "characters who aren't supposed to be heroes",
I really don't buy it. Most of these "characters" are
reluctant heroes that are either predestined or have some inherit
quality that make them natural heroes. These characters will have
NOTHING that makes them heroes, other than being able to survive
and being in the right place at the right time (or the wrong place
at the wrong time).
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