- Mar 15, 2012
- Reaction score
- First Language
- Primarily Uses
Chain Game II: Brainstorming Time!
So the first chain game is complete (with some polishing to be had) and it was a lot of fun! Despain started it off, and 10 other users contributed to what became a 6-hour adventure over the course of a couple months. We all learned a lot from it, and we should use that knowledge to make the second one even better. That's what this topic is for.
We've already had some discussion regarding gameplay and story. Someone mentioned that we should avoid traditional battles and go with pure exploration or ABS. I'm not against this idea as long as there is a concrete, easy-to-digest system and engaging gameplay. The puzzles were a hit, so maybe we should make this game a puzzle-driven action RPG in the spirit of Zelda! "Collect the 8 MacGuffins from the 8 Dungeons to rescue the Princess!" I'm a huge fan of Zelda and involved dungeons, so I'm all for having a similar format this time around.
Also, opinion seems to be split on whether this chain game should be a sequel, because at the end of the first one...
Some of the characters go to rescue others in Arum, the RM Universe.
Should we have a stricter framework/rules for content? (For example, "each dungeon should have a special item", or "there should be a new character in each chapter.")
Should we be very strict about time limits? How should we handle instances where someone has to take a long period of time? Perhaps we should pass it on to a backup and ask the user to use their work in a later chapter, once they are free again?
How should we handle battles/gameplay? DBS, ABS, no battles at all? More exploration? Zelda-style dungeons again? Linear vs. non-linear?
Should the story be a direct sequel to the first chain game? If not, what kind of story would you like to see? Should we have a collection quest again to give the chain game some sort of objective and framework?
Last edited by a moderator: