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It's been a while since I've started my own topic, but I kind of wanted some feedback on a system I'd like to implement into my game. My problem is that I'm not sure it's compelling or interesting enough to use for a player.
Minor piece of background information first. I had originally envisioned a system in which the player would be given accessories at specific story points and they could decide whether or not to equip them based on what they might perceive the payoff to be. I labeled the items "Sins" and they would hinder the character in some major capacity (stats, states, etcetera) and offer no pay off until the item had been equipped for 5 in-game hours (essentially handicapping your characters in major ways with the item being changed after hour 5 into a fairly major and useful item). I scrapped the idea entirely because of there being no way to adequately explain this to new players and after using it for a while, it seemed more silly and less incentivized.
However, I've recently come up with an idea to implement this system again and I'd like to get some feedback on it.
First of all, I've scrapped the time limit entirely. Instead, the time limit is replaced by a variable that goes up based on having the item equipped. The way I want it to work is thus: You are given the item and it drops stats or inflicts bad states upon you while it's equipped. Ideally, these stats are dropped by a percentage instead of a flat rate (I was thinking a 30% reduction). Now, while your stats are lowered in important ways, having the item equipped during certain dialogues with NPCs, Party Members, or even Cutscenes would yield new dialogue or even different dialogue. Each time the new or different dialogue was triggered, the variable for the item would go up by importance of the dialogue. After reaching a certain threshold, the item would then trigger a Character Storyline event in which they confront their "Sin" and the item changes into something fairly beneficial for combat. I had planned on letting players "put off" doing their Character Storyline until close to the end, if they wanted to see all the dialogue, but I hadn't planned on players actually doing such a thing.
So my question becomes, "Does this sound interesting or fun?". It also becomes, "Would you trade your stats away for more dialogue/story?".
Thanks for the help! Also, if you have questions about this because I haven't explained it well enough, feel free to ask. This isn't an implemented feature yet or even a fully planned one. This is just a test balloon on the whole concept.
Minor piece of background information first. I had originally envisioned a system in which the player would be given accessories at specific story points and they could decide whether or not to equip them based on what they might perceive the payoff to be. I labeled the items "Sins" and they would hinder the character in some major capacity (stats, states, etcetera) and offer no pay off until the item had been equipped for 5 in-game hours (essentially handicapping your characters in major ways with the item being changed after hour 5 into a fairly major and useful item). I scrapped the idea entirely because of there being no way to adequately explain this to new players and after using it for a while, it seemed more silly and less incentivized.
However, I've recently come up with an idea to implement this system again and I'd like to get some feedback on it.
First of all, I've scrapped the time limit entirely. Instead, the time limit is replaced by a variable that goes up based on having the item equipped. The way I want it to work is thus: You are given the item and it drops stats or inflicts bad states upon you while it's equipped. Ideally, these stats are dropped by a percentage instead of a flat rate (I was thinking a 30% reduction). Now, while your stats are lowered in important ways, having the item equipped during certain dialogues with NPCs, Party Members, or even Cutscenes would yield new dialogue or even different dialogue. Each time the new or different dialogue was triggered, the variable for the item would go up by importance of the dialogue. After reaching a certain threshold, the item would then trigger a Character Storyline event in which they confront their "Sin" and the item changes into something fairly beneficial for combat. I had planned on letting players "put off" doing their Character Storyline until close to the end, if they wanted to see all the dialogue, but I hadn't planned on players actually doing such a thing.
So my question becomes, "Does this sound interesting or fun?". It also becomes, "Would you trade your stats away for more dialogue/story?".
Thanks for the help! Also, if you have questions about this because I haven't explained it well enough, feel free to ask. This isn't an implemented feature yet or even a fully planned one. This is just a test balloon on the whole concept.

