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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] Re: GAME IDEA - Player Chooses Sides
--- Sponsor's Message -------------------------------------- Wanna Throw That PC Out the Window? Not yet. First, check our technology forum for help. http://click.topica.com/aaaa4ObUrGczbU68iFa/rebootmypc ------------------------------------------------------------ Yes, I like this, it could almost be like the wat the rival gangs worked in GTA 2, I think this would be good as it also gives chioces to the player. Cya, Rob ----- Original Message ----- From: <dreaded.neil@phreaker.net> To: <gameprogrammer@topica.com> Sent: Wednesday, March 14, 2001 2:21 AM Subject: Re: GAME IDEA - Player Chooses Sides > --- Sponsor's Message -------------------------------------- > Wanna Throw That PC Out the Window? > Not yet. First, check our technology forum for help. > http://click.topica.com/aaaa4ObUrGczbU7Uska/rebootmypc > ------------------------------------------------------------ > > > > i'm isn't in your project, but i observe your list. > why not let the player choose his side.?? > give it the possibility to make action in accordance of his soul, and > progressively, get experience and power to make his destiny. > by this manner, all type of player can get is satisfaction, happening > daemon or angel per example. > < > > I like this idea, but I think that it would be best to stay away from any > religious, cultural, or political connotations in the game. Perhaps the > game could keep track of the player's "good" and "bad" score by, say, > adding "good" points when they save someone or complete a "good" mission > and "bad" points for destroying buildings and property, helping out "bad" > missions or failing "good" missions. The player could be offered various > "good"/"bad" missions, depending on how much each side still trusts them, > from other players in the game or from two conflicting organizations (which > might be rival businesses or something). Their skills or items could change > depending on the point at which their net points sit on the "good"/"bad" > spectrum. For example, the player might have a weapon which starts off as > something neutral. As the player gets "bad" points, they might be able to > use a sniper gun, then progress to nerve gas canisters and more sinister > weapons, or as they get "good" points they could have, say, a crossbow then > a broadsword. All of the various levels would have to be balanced so that > none is better than any other, then it would be up to the player to decide > how they want to play. This might be a bit too complex, but it seems > interesting. > > -[ Neil-Edelman -- dreaded.neil@phreaker.net -- ICQ UIN: 705130 > -[ http://neil.freeshell.org/ > -[ "Nature makes frequent use of [the infinite] everywhere" -Georg Cantor > > ____________________________________________________________ > T O P I C A -- Learn More. Surf Less. > Newsletters, Tips and Discussions on Topics You Choose. > http://www.topica.com/partner/tag01 > ____________________________________________________________ T O P I C A -- Learn More. Surf Less. Newsletters, Tips and Discussions on Topics You Choose. http://www.topica.com/partner/tag01
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