Post by Arcueid on Apr 30, 2008 22:55:01 GMT
First I created a list of stuff I personally don't like very much in a game and second I try to create design rules from it. What do you think about it?
Stuff I personally don't like:
CHARACTERBUILDING:
- grinding just for grinding sake
e.g. jobchange at level 100 or you are too low for thos dungeon, town, area etc, level up first.
- skillpoint system, what to pick? HELP!!!!
e.g. Strength, Agility, Vitality, Intelligence , Dexterity, Luck, Morale, Power, Armor, Might, Will, Fate, Wisdom, Endurance, Perception, Concentration etc...
- random encounters
e.g. a maze and every 2 steps a fight, or long ways because of quests and nonstop fights
QUESTS:
- endless and long quests
e.g. bring me 10 bunny ears, oh forgot get me 20 skins too, 15 legs, 13 tooths, 27 eyes and all this for....
- useless rewards
e.g. ...a healingitem thats worth nothing at the merch and heals 10% better then the inexpensive merch heal pot
- long ways for quests, however one time long way and a high reward is okay
e.g. travel 2 days to town A and ask for the time, travel 2 days back and report the time, travel 2 days back to town A and tell him his watch is wrong, travel 2 days back and ask for the correct time, travel 2 days .... + mob encounters
- generally not to know where you are, what to do and where to find
e.g. get me this and that and also 10 places, 15 npcs without any clue given for maximum frustration, of course not skipable because it is a central story quest
- repetetive tasks with only changing content
e.g. kill 20 wolves. bunnies. rats. bears. spiders. undead. trolls. bandits.
STORY:
- boring, generic story
e.g. YOU are the hero, you are expelled from your home village and you will save the world. doh.
- decisions you don't know the consequences, you have to play again and see what happens if you take the other way
e.g. which stone will you destroy? pick one of those 5
--
so, what else could you think of is a bad or non creative design element? gets boring pretty fast or is in general not a good choice?
and for me most difficult, what design rules could you set up for a game with exactly the opposide? imho if you take all those, not much is left what makes a game those days...
Mine so far:
- game progress and character status/ranking should not be made by luck or the pure amount of grind time, but of knowledge and skills
e.g. no drops with a certain chance, no precreated rare collectables -> reason: they can be farmed with anough grinding and splits the playerbase according to playing time
- adaptive game, the game should analyse the players actions and adjusts the content, e.g. does the player grind alot, does he do quests or care for the lore etc.
Thats it. New ideas? Gimme!
arc
Stuff I personally don't like:
CHARACTERBUILDING:
- grinding just for grinding sake
e.g. jobchange at level 100 or you are too low for thos dungeon, town, area etc, level up first.
- skillpoint system, what to pick? HELP!!!!
e.g. Strength, Agility, Vitality, Intelligence , Dexterity, Luck, Morale, Power, Armor, Might, Will, Fate, Wisdom, Endurance, Perception, Concentration etc...
- random encounters
e.g. a maze and every 2 steps a fight, or long ways because of quests and nonstop fights
QUESTS:
- endless and long quests
e.g. bring me 10 bunny ears, oh forgot get me 20 skins too, 15 legs, 13 tooths, 27 eyes and all this for....
- useless rewards
e.g. ...a healingitem thats worth nothing at the merch and heals 10% better then the inexpensive merch heal pot
- long ways for quests, however one time long way and a high reward is okay
e.g. travel 2 days to town A and ask for the time, travel 2 days back and report the time, travel 2 days back to town A and tell him his watch is wrong, travel 2 days back and ask for the correct time, travel 2 days .... + mob encounters
- generally not to know where you are, what to do and where to find
e.g. get me this and that and also 10 places, 15 npcs without any clue given for maximum frustration, of course not skipable because it is a central story quest
- repetetive tasks with only changing content
e.g. kill 20 wolves. bunnies. rats. bears. spiders. undead. trolls. bandits.
STORY:
- boring, generic story
e.g. YOU are the hero, you are expelled from your home village and you will save the world. doh.
- decisions you don't know the consequences, you have to play again and see what happens if you take the other way
e.g. which stone will you destroy? pick one of those 5
--
so, what else could you think of is a bad or non creative design element? gets boring pretty fast or is in general not a good choice?
and for me most difficult, what design rules could you set up for a game with exactly the opposide? imho if you take all those, not much is left what makes a game those days...
Mine so far:
- game progress and character status/ranking should not be made by luck or the pure amount of grind time, but of knowledge and skills
e.g. no drops with a certain chance, no precreated rare collectables -> reason: they can be farmed with anough grinding and splits the playerbase according to playing time
- adaptive game, the game should analyse the players actions and adjusts the content, e.g. does the player grind alot, does he do quests or care for the lore etc.
Thats it. New ideas? Gimme!
arc