Choose your own adventure?
Posted: Mon Jun 28, 2010 6:13 am
So I had an idea that I wanted to attempt to implement and I was just looking for people's feedback/opinions/suggestions.
I was thinking for the PVE side of my game I would present the storyline "choose your own adventure" style. The available quests would be level based and then move through a story based on choices. A lot of paths would lead to failure at some point unless a player was lucky. Then each quest branch would take a certain amount of stamina points.(which is my PVE currency) Then I thought I would have some stories be more important than others ending with "boss" encounters and the like with better loot than is generally found.
I kinda think this would be an interesting way to present the storyline. Also, as a side effect a way to offer up better loot without guaranteeing everyone an easy shot at it because the important lines would get long and expensive and just generally have a higher chance to fail towards the end.
I've got some of it coded already and it keeps the wife entertained so far lol. I am still in brainstorming mode as to exactly how I want to control it as far as difficulty and loot or if I want to go another way with it. I am kind of fond of luck having just a little to do with some things. So it would be hard, though not impossible, to talk me out of that aspect of it. Luck just sorta fits the theme of the entire game.
Also, If it makes a difference I plan to appeal to the Facebook crowd. I think I'm going to eventually integrate my game into their system as an app and see how that goes.
What do you all think?
I was thinking for the PVE side of my game I would present the storyline "choose your own adventure" style. The available quests would be level based and then move through a story based on choices. A lot of paths would lead to failure at some point unless a player was lucky. Then each quest branch would take a certain amount of stamina points.(which is my PVE currency) Then I thought I would have some stories be more important than others ending with "boss" encounters and the like with better loot than is generally found.
I kinda think this would be an interesting way to present the storyline. Also, as a side effect a way to offer up better loot without guaranteeing everyone an easy shot at it because the important lines would get long and expensive and just generally have a higher chance to fail towards the end.
I've got some of it coded already and it keeps the wife entertained so far lol. I am still in brainstorming mode as to exactly how I want to control it as far as difficulty and loot or if I want to go another way with it. I am kind of fond of luck having just a little to do with some things. So it would be hard, though not impossible, to talk me out of that aspect of it. Luck just sorta fits the theme of the entire game.
Also, If it makes a difference I plan to appeal to the Facebook crowd. I think I'm going to eventually integrate my game into their system as an app and see how that goes.
What do you all think?