Balor
Recruit
I mean, I strongly doubt that a company of two, none of them professional writers, would be able to concoct AAA quality plotline. No offence, but no one is talented in everything... I'll be glad to be mistaken, but... and when you do something, do it right, or not at all.
Anyway, I propose going for 'Elite'-type gameplay style - not plot, but player driven... meaning that player will set his own goals.
Of course, that also has it's prereqs - many things to get player busy, but I think it's much better then coming up with some sort of standard 'save to world' storyline most of us fed up already. I might want to destroy the world! .
All, all in all, how I envision 'full' game that cater to such standards:
1. Indepth trading system (see my ideas on that).
2. Ability to build towns (well, small villages first) and mines (on deposits of natural resources) by themselves.
3. Ability to raid, capture, and completely raze towns.
4. Some sort of random-questing system (like it is now, only expanded).
5. Much better tournaments... where you will have to pay for entry, and have to have your own armor and weapons.
5. More factions, including neutral ones (right now we only have Zendar, heh. There are also bandits, but they are not done at all.).
That's it. We already have one of greatest combat system there is
Trading system will allow you have a lot of fun for people who like it, and for a long time.
Then, after you'll accumulate a lot of wealth, traders would be able to establish mines and settlements on appropriate places, supply them with guards, workers, slaves, goods, them making their own smithy, armory, stables, etc, gather caravans (and hire escorts for them) to get goods from other cities and sell ones you make...
Eventually, you'll be bathing in cash. After that, you'll be able to bribe away whole towns, and eventually get yourself a small (and perhaps, not that small ) kindom.
Those who like violent approach will gather army, at first raid caravans, then cities, then capture cities... again, eventually ending with your own empire .
And when you'll have simply nothing to do - you can start over, and randomized global map will greatly help in replayablity.
And besides, some sort of 'non-global' quests (more complicated then 'hunt riders' and 'supply armor'.. btw, supply type quests are WAY overpowered in terms of monetary rewards) that will allow you to, say, sway a town to your cause, get some sort of unique item or party member - but nothing 'global'. I'll elaborate on that later.
After all, plots usually are something that is supposed to drag player along, not allowing him to be bored... In games like Planescape: Torment and both Fallouts it was one of major feature, I agree. But please count games that come close to them in that respect? I guess fingers on one hand would be more then enough .
But if at any time player will have something interesting to do, and have long-term goals (like becoming best warrior in the lands (tournaments!), or a establish a trading empire, or simply conquering entire world ) - you will never need a plot at all.
That's just a suggestion, of course.
But there are quite a few games that went that way, and were loved - Elite is, perhaps, is the most obvious example .
Anyway, I propose going for 'Elite'-type gameplay style - not plot, but player driven... meaning that player will set his own goals.
Of course, that also has it's prereqs - many things to get player busy, but I think it's much better then coming up with some sort of standard 'save to world' storyline most of us fed up already. I might want to destroy the world! .
All, all in all, how I envision 'full' game that cater to such standards:
1. Indepth trading system (see my ideas on that).
2. Ability to build towns (well, small villages first) and mines (on deposits of natural resources) by themselves.
3. Ability to raid, capture, and completely raze towns.
4. Some sort of random-questing system (like it is now, only expanded).
5. Much better tournaments... where you will have to pay for entry, and have to have your own armor and weapons.
5. More factions, including neutral ones (right now we only have Zendar, heh. There are also bandits, but they are not done at all.).
That's it. We already have one of greatest combat system there is
Trading system will allow you have a lot of fun for people who like it, and for a long time.
Then, after you'll accumulate a lot of wealth, traders would be able to establish mines and settlements on appropriate places, supply them with guards, workers, slaves, goods, them making their own smithy, armory, stables, etc, gather caravans (and hire escorts for them) to get goods from other cities and sell ones you make...
Eventually, you'll be bathing in cash. After that, you'll be able to bribe away whole towns, and eventually get yourself a small (and perhaps, not that small ) kindom.
Those who like violent approach will gather army, at first raid caravans, then cities, then capture cities... again, eventually ending with your own empire .
And when you'll have simply nothing to do - you can start over, and randomized global map will greatly help in replayablity.
And besides, some sort of 'non-global' quests (more complicated then 'hunt riders' and 'supply armor'.. btw, supply type quests are WAY overpowered in terms of monetary rewards) that will allow you to, say, sway a town to your cause, get some sort of unique item or party member - but nothing 'global'. I'll elaborate on that later.
After all, plots usually are something that is supposed to drag player along, not allowing him to be bored... In games like Planescape: Torment and both Fallouts it was one of major feature, I agree. But please count games that come close to them in that respect? I guess fingers on one hand would be more then enough .
But if at any time player will have something interesting to do, and have long-term goals (like becoming best warrior in the lands (tournaments!), or a establish a trading empire, or simply conquering entire world ) - you will never need a plot at all.
That's just a suggestion, of course.
But there are quite a few games that went that way, and were loved - Elite is, perhaps, is the most obvious example .