Posted November 24, 2012
A few thoughts, loosely thrown together:
- your 2D artist is AMAZING.
- the idea is great though ambitious and I'd hate to see it botched...
- if you REALLY want us to become attached to the characters and not merely treat them as human-shaped utilities, you're going to need writing. LOTS of it. Backstories, plenty of dialog, interactions BETWEEN different characters mapped out... Moreover - if given choices of dialog impact gameplay significantly enough, people will just gravitate towards them to optimize.
- if some characters only hate each other or are only destined to befriend each other through the single path of interactions available to them, there's little point in caring about such things during a second playthrough, since one already knows everythings that can happen. Of course - branching possibilities can lead to a combinatorial explosion that can be hard to manage... but your saving grace appears to be the post-apocalyptic setting, which naturally limits the number of people involved.
What I'm trying to say is - I'd rather you had fewer characters with more depth to them than a myriad of shallow cardboard cut-outs with a few lines of dialog to their name. This also means that you will need a full-time writer in order to accomplish anything of value.
- once it occured to me, I was tempted to get rid of almost everything above: what exactly ARE your plans regarding character interactions ? Will they be voiced, will they have (different) things to say during missions or are they only talkative when in the base ? Will our character be the only means of finding out what's on their minds or will there be some overarching interface to keep track of how they are doing ? Will the interactions between them even be relavant at any point ? Can they make friends, grow attached, moarn, chit-chat, etc ?
- why on earth are we supposed to buy things from our own base ? It's in everyone's best interest to make the best use of all the gear available, IMO. I know it might make sense from the gameplay perspective but I'd rather there was some other limiting mechanic.
- your 2D artist is AMAZING.
- the idea is great though ambitious and I'd hate to see it botched...
- if you REALLY want us to become attached to the characters and not merely treat them as human-shaped utilities, you're going to need writing. LOTS of it. Backstories, plenty of dialog, interactions BETWEEN different characters mapped out... Moreover - if given choices of dialog impact gameplay significantly enough, people will just gravitate towards them to optimize.
- if some characters only hate each other or are only destined to befriend each other through the single path of interactions available to them, there's little point in caring about such things during a second playthrough, since one already knows everythings that can happen. Of course - branching possibilities can lead to a combinatorial explosion that can be hard to manage... but your saving grace appears to be the post-apocalyptic setting, which naturally limits the number of people involved.
What I'm trying to say is - I'd rather you had fewer characters with more depth to them than a myriad of shallow cardboard cut-outs with a few lines of dialog to their name. This also means that you will need a full-time writer in order to accomplish anything of value.
- once it occured to me, I was tempted to get rid of almost everything above: what exactly ARE your plans regarding character interactions ? Will they be voiced, will they have (different) things to say during missions or are they only talkative when in the base ? Will our character be the only means of finding out what's on their minds or will there be some overarching interface to keep track of how they are doing ? Will the interactions between them even be relavant at any point ? Can they make friends, grow attached, moarn, chit-chat, etc ?
- why on earth are we supposed to buy things from our own base ? It's in everyone's best interest to make the best use of all the gear available, IMO. I know it might make sense from the gameplay perspective but I'd rather there was some other limiting mechanic.
Post edited November 24, 2012 by Vestin