Game Design Seminar #3: Let’s Get it Together

Late to the seminar? Catch up, here.

As the proposed ideas become increasingly more complex, it’s increasingly difficult to discern which ideas should be incorporated into the document itself. Whilst the discussion has been fascinating – and I can’t stress that enough – I have a simple request: please, if possible, relate the topic of discussion with the seminar itself. Are you discussing the merits of open world design? That’s excellent – just be sure to mention how this might be consolidated with the existing blueprint.

Otherwise, thanks. Everybody has been superb. Let’s continue.

Member ‘Kobracon’ suggested that the protagonist should be an Earth Spirit: “Being the spirit of the earth, she (well in my head its a she at least) would have access to all the elements (wind, water, fire, etc) and I imagined her utilizing them in combat by sort of ‘becoming’ said elements with her body.”

He then developed the concept, giving an example: “For example, you could turn to fire and shoot some fireballs from a far, and while the enemy is staggered, you could instantly turn to wind form and zoom straight to the enemy and wail on it followed by an uppercut in Earth form…”

Member ‘PrinceHeir’, as requested, explained, demonstrated, and iterated upon the Metal Gear Solid: Portable Ops recruitment mechanic: “I think we can improve this system by adding a negotiating system. I think the Shin Megami Tensei games uses this.” He then further elaborated: “We can negotiate to NPC to join them in your group, they can refuse it depending on the stat of your character? Kind of like in Persona 3, you need a certain amount of stats to be able to get an acquaintance.”

At this point, we’ve seemingly established a vague plot outline – submitted by ‘Kobracon‘ – and one of the game’s ‘looking for group’ mechanics.

Here’s some questions I would like everybody to answer:

  • It’s apparent that it’s to be an ’open world’, but is it in the vein of Fallout 3, Final Fantasy VII, or Metroid Prime?
  • In this world, as with the latter example, will the player be restricted to particular areas until certain abilities are acquired?
  • Will the combat be similar to the likes of Eternal Sonata and Tales of Vesperia?

Again, as the ideas become increasingly more complex, please try to be more concise. So, if possible, each comment should specify the following: the idea (narrative, mechanic, etc); how it will be utilized in our game; and an example of this mechanic used elsewhere.

Of course, additional commentary – much like what you’ve already contributed – is encouraged. Please include this subsequent to the format above.

Others to have made epic contributions now, and in previous seminars, will not have their submissions abandoned. Once the core elements of the game have been established with this new format, I will refer back to prior seminars.

Keep up the good work, designers.

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