Idea is RTS example. In most RTS we get this team, within that team is a hero or main character. We’ve seen this in Warcraft, Dune, Dawn of War and many others. Taking those examples, adding the character classes from Grim Dawn, we can get a cultured class with redefined role. Not usually a thing we typically see in a civilization game. Though I think it’ll help define character classes, to have a cleaner simpler playstyle, with a more detailed or well refined class. It’ll play differently surely, though if there’s even a consideration of Grim Dawn 2 or the like, it might be nice to have some basis and direction to those classes.
Every character I make is a single player character, in a world they can be their best. It’s typically a short story style character, I believe gameplay to be between 2 and 4 hours. Though within that 2 and 4 hours I have a few goals.
1: Tell a short story.
2: Progress story/skill tree and develop character relation to audience.
3: Limit story path and development, to allow expansion or alternative story and endings.
Guidelines maybe but not limited to, to achieve best results.
1: The character must be able to adapt. (Some kind of mechanic in the world compliments the character).
2: There must be a quick and progressive playstyle. (Advancement must happen in a manor, that explains without words why the character does that).
3: Story supporting the advancement must justify the development(s). (Informing the player, there are options. You’ve chosen this option and you’ve limited yourself to this).
4: Supportive characters can interact with the main character on a level, the rest of the game reacts to as important. (Squires learning objectives, exposing enemy weakness draws attention. Changes in the main characters fighting style, makes companion concerned about character. Community allows character to accomplish things readily). (The example here is the squire. What does that mean? It’s one of two things. 1: Like a side kick or tagalong, telling you the main character things that’ll help defeat an enemy real time. It’ll make the enemy(s) focus on the squire. 2: scouting a location, informing you have best practices or entry point(s)).
These details are something reserved for the player character, though hint at these points while in proximity. The community will appear to be doing the things hinted, to show it’s an active mechanic or offering to the player. This along with AI communities makes the world start to feel alive, to remind the player there are things they can do.
The question I asked was. What kind of things in the entertainment industry make you feel emotional? Anything that the audience has an emotional response to is important. So, creating things to achieve an emotional response is important. Now the thing to do to make that true is supporting it. What kinds of things do I need to make, in order to achieve that idea of emotional response? Supportive actors, music, special effects, weather and story dialog, are the most common answers to this.
History is another great way to get an emotional response. That history doesn’t have to be fiction, in terms of target audience. Though the audience has to have some knowledge or be aware of its existence, like a legacy they can relate or think about. Think about this.
Vampires are a dignified representation of humans, though more so than humans themselves. They build great mausoleum style castles and live in dark places. Their expectations are greater than normal or publicly accepted. Driving me to believe they are perfectionists, with a romantic pseudo. Telling me there maybe something afoot, I am not prepared to participate. Although we’ve heard of these creatures, they have remain hidden from us. What is it that has brought this creature to our attention? Was it our need to conquer everything not known to us, exposing those who might plot hidden from our design? Driving us to protect others from the unknown dangers, these creatures have proven over the generations. Even the need to know everything, hasn’t truly exposed these creatures to the light, simply reminded us they’re out there.
So, a while back I started this saying. “I don’t want to become a swear wolf”. The idea started one night, blood moon in sky, in good company. Jokingly I said that “I don’t want to become a swear wolf”. The response was great! My friends expected me to say, “I don’t want to become a werewolf”, we were joking about things the blood moon influences (I’m being technical here). Though once they realized what I had said, they started laughing. It made sense to many of us because, we live in homes with arguing parents that use swear words a lot. There for they had pause before responding. That emotional response I wanted, was created by saying something similar to what they’ve heard before, though changing it made the response thought of carefully before proceeding.
I just thought of it. I played this game that uses blood moon as a mechanic. Good game I haven’t played in a while. Tribes of Midgard. I think you’ll have to check it out.