Table of Contents
From FutureOfRPGs
Introduction
Notes
- Note about RPG/CRPG
- Note about Fantasy
- Note about Diablo II
- Note about Depth
- Note about RTS combination with RPG
- Note about my intentions
- Note about where this is all going
The story side of things
- Story
- Linear vs. Interactive
- Adding a choice, "Bulletin Board Quests for the Bounty Hunter"
- Time critical events
- Adding Reason, "I want a dragon NOW! Daddy! NOW!"
- A story-less RPG
- The distant future of gaming
NPC's
- NPC's
- Monsters, are they the stupid NPC's?
- NPC's again: Why should I wait for you?
- Furthering NPC's: Emotive response
- Conversing with NPC's, "click here for this quest"
- NPC speech and listening in on conversations
- NPC and monster Advancement, allowing your party to improve
- Learning 'goblinish', breaking the language barrier
- Recruiting a party or being tutored on your journey
- The uses of a bard
- Sending your party off
- An NPC-less world
- Multiplayer games and the NPC's responsibility
Saved Games
- "Free saves" vs. "Save Spots"
- "Learning through death sucks…" the advent of the save game
- Alternatives to Death... More options regarding Saves
- Playing a game, not beating a game
Health
Bright (or not so bright) Ideas
- SNARES!
- Running for mayor and running a town
- Combining RTS and RPG, A simple harmony
- Transportation or "A horse! A horse! My kingdom for a horse!"
- Idle actions, "Eating, sleeping and relieving oneself"
- Beggars and thieves, preventing the player from leaving cash lying around
- Automating tasks: How players can implement scripting
- Dynamic game-worlds - Watching the grass grow and the search key
- The hobbit and the hole
- Bartering and the abolition of gold
Inventory
Enemies, Armour and Weaponry
- Monsters, weapons and armour: what your enemies should do
- Does the armour fit me?
- Germs! "Eeew! Orc sweat!"
- Blatant racism and the redefinition of a race
- Enemy stupidity… "Give them a tactical approach!"
- Reasoning against Enemy Stupidity
- The petty 'evil' minions – When they know when to quit?
- Enemy Perception
Player vision
- What do you see? Hiding what is not in sight
- Player sight; adding fog, decreasing the light, or blurring
- The vision Mosaic
Systems of Magic
- Localising Magic, Tactics and Placement
- Magic herbal brew
- Magic channelling and "using the flow"
- Co-operation of casting, bringing in a helping hand
- Putting the mystery back into magic: When click casting defeats the purpose
- Chaos and Order, Gods and Prayer
- Dynamic Magic Casting, "Mixing and matching Glyphs"
- Moderating Magic
- Candle Magic - A magic system with self-moderation
- Enchantments
- Magic Balancing - The contrast of colours
- Magic Saturation – The devastating effects of "Total Power"
- Magic Decay - Making Magic a Precious Commodity
Statistics and Murder
- Abstracting your Statistics and "Pumping Iron in the Gym"
- Murder based experience or "End Goblin Genocide"
- What's with statistics? When swordplay becomes swimming
- Skill based advancement or "Redefining the Role"
- The Web of Skills
- Rewarding Failure
The Character
- Choosing your character or the "Which one is better" syndrome
- Including a place for the character, "There's no place like home"
- Role-playing a non-human
Game and Game-world, Timing and Art
- Standard Time and the creation of a short-game scene
- RPG's and Character aging, and the implementation of timing in games
- When do characters sleep? More timing factors in games
- Linking eating and sleeping with energy
- Standard Timing in Games
- Games and art, or Games AS art (my rant)
- Building your game world
Death and Karma
- Characters coping with death: Reincarnation
- Characters coping with death: Possession
- Characters redeeming their wrongs through battle
Definitions of RPG
- What is an RPG? More to the point, what isn't?
- Putting the 'R' back in 'RPG' or Redefining RPG's
- More about Role-Playing as "That would never happen in real life!"
Creatures and Combat
- A new combat system: 'Come back or I'll bite your legs off!'
- Monster Generator
- Variety is the spice of life, Bio-diversity
- Realistic Sword-fighting – "Aiming for the head"
- Flowing fighting – Bringing in the arcade fights
Player-Killers
The Experience
- Consistency, Immersion and Reasoning
- Replay-ability – The value of non-linearity
- "Genre-lising" – The art of anti-categorisation
- Clichés – How to start a new trend
- Standardising GUIs?
- Fantasy meets Sci-Fi
Plot Elements and Scenarios
Religion
Massively-Multiplayer Online RPGs
Systems of Technology
Puzzles
Realism
- The Fight against REAL Evil
- [{Realism#What aspect of reality should I have in my game?|What aspect of reality should I have in my game?]]
Non-Linear Event Handling System
Implementation
- Adding in a 3rd dimension for Isometric RPGs
- Adding THE 3rd dimension for Isometric RPGs
- Adding unlimited maps, allowing the option to explore
- Implementing the Flowing Fighting System
My Learning Experience Approach
- What am I doing to change the world?
- Now that we have a basic setup
- Be free from that which haunts your dreams
- So about the finale