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Let's armchair game design D______ Souls
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Youpi



Joined: 01 Mar 2011

PostPosted: Tue Dec 13, 2011 1:15 am    Post subject: Let's armchair game design D______ Souls    Reply with quote

Demon's Souls and Dark Souls are horribly broken messes that nobody in their right mind would play once the amazing third episode that fixes everything is released.

Fixing everything is your responsibility.
Post your fixed third episode.
Vehemently condemn other people's terrible ideas.

I'll start.

If you expect to post your own idea of a fixed 3rd episode, you should probably think about your own reply before reading any further.







Damned Souls

The game world is a fortified city with no exit.
You find yourself awake, one night, naked in a small street, unsure whether it is the first day of your life, or if you have lived for a thousand years.
You are alone in the city, there is not even a single animal to be seen, but every wall has a lit torch on it. There is no way out of the walls of the city. If you climb a tower, you may see faint hints of an outside world: a broken bridge, the sea, the fog concealing the outline of a forest, maybe a blink of light in the distance.
But open any door in the city, and you will definitely see life. Monstruous life lusting for your life.
You will die. Only to find yourself waking up naked, in the same street.

Is there an exit? Is there a single human who speaks your language?




The #1 assumption the game will make: metagamers gonna metagame. Give the veterans what they want the second time around, but make the intended playstyle the path of least resistance (the path of least resistance should resist fiercely).

Unless otherwise specified, assume that everything from Dark Souls is kept as is, with thematically relevant names and representations (bonfires, estus flasks, etc).



Mechanically, the following changes are made to the Dark Souls engine:
- Bows stay weaker than swords, but your lock-on range scales with DEX, and around DEX 50, it is twice that of Dark Souls 1.05. Also, you can aim as low or high as you want.
- Pressing the left anlog stick switches you to an FPS view, with a reticle for ranged attacks. You can still fight, roll, use items, etc, but you can't lock on. You can leave the mode with nothing locked on by pressing the left stick, or with the centermost target locked on by pressing the right one.
- Rings are no longer used for online features, and there is no "master ring" some characters will want to wear at all times (cling ring, ring of favor). You can always wear two buffing rings without sacrificing online features.
- You can tattoo your body once you meet an artist. Tattoos have various non-buffing effects, akin to preferences and covenant effects. Some are mutually incompatible (same body part). You can remove tattoos in a process involving gruesome implied body horror.
- Backstabs are much less powerful, except with daggers, which are not so useful in an honorable fight.
- Clusters of intelligent enemies can often communicate. No selective aggro and kiting except for the dumbest zombies.




Death becomes painful:
- There is no longer any distinction between soul/body form. You always revive fully alive (i.e., fully online).
- Upon death, you lose absolutely everything: souls, items, armor, and weapons. You only keep your memories (stats and attuned spells), and your tattooed body.
- You can still touch your own bloodstain. With a twist: other people can, too. They can be content with observing your death, but sinners can pillage your remains. (Read more to see why they might want not to do it)
- You can stockpile items safely in the city. But you will lose them if you take them with you and die, of course.
- You will eventually meet NPC who will remove some of the sting of death, but for a price much too high to make use of all of the available services. For example, you might be able to free a blacksmith, who will forge your favorite weapon as often as you want, and give them to you when you revive. But do you prefer to respawn with a shield and a straight sword, or a greatsword+2? (You can't upgrade equpiment as much as you could in previous episodes. At most, something like +5)
- Every enemy drops every single piece of equipment they had on them. Rare drops are indicated by the traditional orbs: if all you can loot on a corpse are the armor and weapons, no orb appears over the body.
- There is both a carry weight and equip weight system, like in Demon's Souls. As a beginner, you can give yourself a small edge by looting a few weapons and suits or armors and dropping them to your stockpile, but it should not be something experts feel required to do.




There is an arena in the city:
- When you walk through one of the two gates, an opponent is guaranteed to appear very soon from the opposite gate. No level matching. Every single person who plays the game can fight against you one on one, you'd better be prepared for anything. Keep a system of harsh diminishing returns after level 120: any further leveling will diversify your abilities instead of making you stronger.
- You do not lose anything when you lose a fight in the arena, but winning is rewarded.





The city as a hub for procedurally-generated labyrinths shared by a small group of players:
- There are about 20 doors in the city which lead to a sprawling, interconnected, procedurally-generated underground. The levels would all use different algorithms, to give them a sense of place in subsequent playthroughs, even with different layouts. Some layouts are organic monstrosities, some are elegant pieces of architecture, some remind you of the chaotic patterns of cellular automata, and one of the levels is just plain non-euclidean. The procedural generation happens beforehand on servers: this way, a lot of automated testing can be done on the levels before they are pushed to the players. The levels must be, at least in theory, winnable by any character archetype.
- You can enter about half of the levels right from the start of the game. Obviously, the game doesn't give a fuck about whether you can handle the local fauna.
- Every procedurally-generated level will be pushed to the first 12 players who go through the door, then a different level is sent.
- If someone else is playing the same level as you are, then there is no distinction between "your world" and "my world": you share the same space as physical bodies that can interact. You can attack each other, unless you both share a tattoo of peace (which is concealed by armor, armor you can remove to show the distinctive tattoo). Will you choose to kill each other? Will you be allies? Will you be a traitor? Will you have no tattoo of peace and accidentally hit your ally, and fail to apologize fast enough?
- Enemies respawn as fast as they would in a NES game. Want to go back? Prepare to fight again. It will make synchronizing game worlds easier.
- The level will stay the same for two or three days, unless you use a very rare item (1 per playthrough and player, not available from the beginning: huge potential for stupid griefing) that will re-roll the level immediately - for you AND every other player sharing your level (you will still end up with the same people). Normal players are expected to be able to clear levels alone in about 5 hours their first time around, 1 hour for veterans, 30 minutes for a party with a veteran.
- Nobody enters the level from the same place: you can't just hang around the entrance and find allies.
- There is a boss at the end of every level, and imprisoned NPC you can free. The NPC are always the same in every level, but their location random. NPC will generally go to the city and stay there.
- Many enemies are free roaming, and any humanoid you'd expect to be intelligent should have a good AI. (In previous games, named NPC had very unpredictable AIs, but strong regular enemies like black knights were mostly following set patterns.)
- The connections between levels are done through long tunnels, sometimes filled with enemies, so that the entrances and exits are not in fixed places.
- Invasions in other people's worlds are still possible, you are not limited to the people sharing your level. Invaders still can't access the primary healing system. Invaders have an incentive to kill anyone they meet: upon invasion, enemies might become ad hoc allies.
- There are also avengers, like the Darkmoon, who only have one specific target, and no particular incentive to kill (or not to kill) players they do not target. Upon invasion, the target of the invader is clearly announced.
- Sometimes, a level will lead you outside of your own world, to a world with a different cluster of 12 players. You have no incentive to do anything in particular in that other world, but can do anything you want.
- You can still leave messages, but instead of ratings, you can reply to, and vandalize any message. Your own name and the name of every player you have met becomes a part of the vocabulary you can use in messages. "Seek honorable Doniqua to the North" - "Be wary of traitor Samonar! — This message is pure slander -Samonar."
- If you don't play for a few days, fresh levels are re-rolled: you will always meet people.




Basic RP is encouraged:
- You can't give the name of your choice to your character, because you would pick xXxcR1MSoNSN1pERxXx. You roll your name. It is generated by various sets of elaborate and coherent lists and context-free grammars of syllables forming names (which sets are used is very strongly influenced by your chosen gender and ethnicity). Your name is not followed by the name of your city or country: as far as you know, there is no such thing as an outside world.
- When you meet another player, you only see the name of their character, not that of the player, and they do not appear in the list of players met (Bet that's against MS and Sony's huge list of policies but whatever) ; you cannot communicate with them except through gestures.
- There are tons of gestures, all of them unlocked from the start. Select/Back puts you in Gesture Mode, and every single button on the controller triggers a gesture (select cancels gesture mode).
- You can find a rare item that allows you to request to know the real identity of the other player, but the other player must agree (the item is only consumed upon agreement). It removes the awkwardness shy people might experience in meeting someone first as an opponent, then as an ally: if the meeting happens as different characters, neither of them have to know about it! You can choose to have an asshole character and a honorable character, and RP them without hatemail. You can chat with text (just type things on a keyboard and press enter, instead of the long wait caused by the Live or PSN interfaces) or voice once you both agree to know each other's identity. The languages the other player speaks will be indicated when you are given a chance to become friends - no point in accepting the request if gestures are indeed the only language you have in common, and it gives you plausible deniability to refuse sharing your identity but stay allies: maybe you don't have a language in common.
- You can purchase very expensive symbols of friendship from a secret merchant (whom you can only find when your first loop is almost finished, but can find right from the start of a NG+), and drop them or send them to players you've shared your identity with, or to your contacts on your Live/PSN account. If they accept it (they are presented with a yes/no answer) then they can access your city at any time, and follow you anywhere. You can have more than one friend, but only one friend can come to visit your city at the same time. When they die, they respawn in your world, and they can take and put anything they want in your stockpile (but not theirs).
- You can purchase semi expensive gauntlets from the same secret merchant. Same mechanic as symbols of friendship, except if the other player accepts, then they become your nemesis, and can invade you in every single level so long as your levels match - but so can you invade their own world! There is a 20 minutes cooldown period between invasions. You can have up to 3 rivals per character, if you have more than one, you do not choose which of them you invade. Banishing a rival should be a costly process, unless you didn't meet them for a few days.
- It is impossible to have a friend or nemesis on your first loop an a new character, it's purely a NG+ feature.




Being a dick has lasting consequences:
- The moral ambiguity of the indictment system is removed. While it is, in theory, meant to request being avenged, it is, in practice, used to concede you have have been defeated fair and square, so the winner can climb in the leaderboards. You can now indict any player you have met, for any reason (they do not need to have killed you).
- Indictments are made stronger by social proof across different levels (and therefore, different clusters of players). Being indicted only once has almost no effect. Being indicted by 4 people in the same level is not as severe as being indicted by 2 people in different levels.
- Being indicted gives you a lot of sin points: you can atone either by being killed by avengers, or by being imprisoned at the cost of some of your soul levels.
- Killing avengers gives you a few sin points (but much less than being indicted). A life of crime should be difficult, impossible to escape, but sustainable for the strongest.



Because only a few people are sharing the same level, those systems should allow for very interesting social dynamics to emerge, and very little room for gamers to be gamers and agree on rules that will allow everyone to play efficiently and stop having fun.

This idea of semi-synchronized procedurally-generated worlds sounds like the worst idea ever from the perspective of someone who has a pretty good grasp of how horrible the edge cases would be to debug, haha.





That was a dumb idea. Your turn.
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TXTSWORD



Joined: 25 Aug 2010

PostPosted: Tue Dec 13, 2011 1:20 am        Reply with quote

Quote:
That was a dumb idea. Your turn.


Yeah but it was a lot of words :)
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Youpi



Joined: 01 Mar 2011

PostPosted: Tue Dec 13, 2011 1:24 am        Reply with quote

You can make yours shorter! (You'd better have one.)
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TXTSWORD



Joined: 25 Aug 2010

PostPosted: Tue Dec 13, 2011 1:33 am        Reply with quote

Yeah let me think on it a bit! I haven't really considered it too much.
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TXTSWORD



Joined: 25 Aug 2010

PostPosted: Tue Dec 13, 2011 1:42 am        Reply with quote

Dragon's Souls (it's skyrim)

or it's a PSP monster hunter clone but actually it's good because it's from software.
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RT-55J
maverick


Joined: 15 Mar 2010
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PostPosted: Tue Dec 13, 2011 1:45 am        Reply with quote

pleasantly surprised that this is not a joke thread
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TXTSWORD



Joined: 25 Aug 2010

PostPosted: Tue Dec 13, 2011 2:09 am        Reply with quote

Okay I can't think of a good name but here's what I'm thinking.

I stopped lamenting the loss of the Nexus and I'm actually quite fond of this setup.

I'm not really one to think up worlds or stories either so I'm just going to have faith that they'll do their best and my input isn't needed.

Here's what I would like to see: The return of more more status ailment weapons/abilities. What if poison stops the ability to heal with potions? Suddenly it's useful. Maybe combat is balanced so that an offhand weapon can be used for a fast punishment to a whiffed attack that criticals for a guaranteed status ailment infliction. But when I start talking about balancing or fixing the PVP combat I worry that I am not exactly smart enough to figure out how to make it not sort of suck. But really I would like to see it balanced so that more types of builds are viable and you aren't just making variations of one shot weapons or spells/miracles. More viable builds includes being able to take just about any weapon type - including fists and whips and shit - and being able to turn it into a fun PVP build.

I sort of hate the fire/lightning element weapons as they are but at the same time I kind of like the purpose they serve. If you stick to those weapons it makes sense to make a set level character and not endlessly level your dude and I think that makes sense for the way Dark Souls is set up. I'm not sure I would be fond of only having scaling weapons if it meant that grind leveling your dude would become the key to PVP matchups. However, if entering into certain types or areas of PVP had set levels - maybe predefined and not community defined - then scaling weapons would be great because HOW you use your stats in relation to the scaling would become important. Also, I had an idea for a damage type. Perhaps an upgraded divine type that would be called "judgement" or something. Essentially, the game takes count of your sins and their weight and attributes a number to it. Judgement damage would scale to the sin of the person it's striking, but obviously the damage would cap and the formula might take level into account or something. Basically the weapon would be a gamble. If the person you're fighting is sin heavy, it would be the best weapon in the game (but still not a OHKO for the love of God, unless their character is built weak as shit). If they entirely avoid sinning the weapon does base damage - which wouldn't be great. I suppose the opposite weapon type could exist.

The covenants were a great idea, especially when they worked! Ironing that out would be great. A little problem that needs to be fixed is the two area based invasion covenants, darkmoon blade and cat covenant thing, are extremely prone to your just being thrown into a brick wall repeatedly as the person you invade is often a duo of super leveled buddy-goons. That should not be happening.

Basically I feel like the souls games are PVP games at their core. The dungeon crawling fun is a great game you enjoy once or twice and then you run through as a means to an end. You come for the dungeoning, you stay for making all the fun pvp builds you can possibly imagine. As long as they continue to work on the multiplayer elements, I'm sure it will be the next my favorite game ever omfg. I don't really feel qualified to comment further at this point.
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v84j3gs2uc7ns4



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PostPosted: Tue Dec 13, 2011 4:48 am        Reply with quote

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another god



Joined: 04 Dec 2006

PostPosted: Tue Dec 13, 2011 8:38 am        Reply with quote

I've written like 10 different things here. I'm really just going to separate this into two different parts, and then say that this game is Demon's Colossus: Simon's Quest of Blue Skies Soulsrim. It's what I want from Dragon's Dogma, but know I'm not going to get.

MECHANICALLY:
I want it a lot like Dark Souls, but I also want it expanded. Make the "verbs" more uniform with L1/L2/R1/R2 being the same standard move/power move for all weapons. Let the clicks take the function of "special move" like parry or grab. Make sure that two handed weapons get block and parry (maybe even shove?), and dual wielders can attack with both weapons at once. Give bows a shove or light stunning attack, and also let them work more like shooting games (L1 reticule). Make them slow enough to balance, and be careful with how useful autoaim gets. Does anyone use bows in multi? Balance the lock-on targeting with bows and arrows somehow...

The online mechanics wouldn't be nearly as harsh as DSouls games. I'd want the player to feel like a Dragon Quest 3 party member. Maybe there'd be taverns where players could get together, and you could join, but you could also invade other people's games and be a looter. I like the idea of arenas.

EVERYTHING ELSE:
BLUE FUCKING SKIES, GUYS! Massive world, easily traveled, and exploration being a huge thing. Don't make the player fight monsters every twenty feet to engage him. Every monster on the overworld is going to be purposeful. Make the environment full of lots of things to gather. Maybe even have a bunch of weapons-as-tools like Axes and Butterfly Nets, add a bunch of crafting. Let the player eventually get mounts or build transport (or maybe magically summon transport?). And as far as transportation goes, don't let there be one best way to move around. There should be a ton of stuff for the player to do outside of fighting so that when the player does fight, it's awesome. Also, yeah, arenas are a must to help train the player. Maybe once the player is good enough he can capture monsters so him and his friends can fight monsters (instead of just each other) in the arenas.

Oh yeah, Day/Night cycle so the game is still dark at points and you can fight really hard badguys. Maybe bring back soul tendency. Have dungeons open up when you do weird things (e.g. have black soul tendency in the middle of the night). And have more dungeons than necessary. Let there be a lot of content that's not necessary for the story.
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tacotaskforce



Joined: 04 Dec 2006
Location: Logical, Practical

PostPosted: Tue Dec 13, 2011 8:58 am        Reply with quote

A few weeks back I kind of had the idea that there ought to be a LttP style game/hack with the design sensibilities of demon's souls. Someone here is an expert on zelda hacks, right? Does this already exist? If I have to make the thing, where should I start?

oh and
[23:46] <Lained> I keep tryign to think of some way to add bro-op to D Souls but it keeps sabotaging the game
[23:47] <Lained> which is frustrating because it is what the game needs most.
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another god



Joined: 04 Dec 2006

PostPosted: Tue Dec 13, 2011 9:13 am        Reply with quote

3D Dot Game Heroes?

Also, yeah bro-op would be really good with the DSouls gameplay. Not a good DSouls game, but definitely would be super fun.
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Persona
unaustically orificial


Joined: 06 Jul 2011
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PostPosted: Tue Dec 13, 2011 12:32 pm        Reply with quote

DOG SOULS

You were a damned fool thinking you could live in this world without cute fluffy animals, that is why you must live in your afterlife petting as many nice puppies as you can. When you have pet the most fluffiest and woofiest of the animals, you regain your DOG SOUL and can go a little farther living your aimless life again.
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remote



Joined: 11 Dec 2006

PostPosted: Tue Dec 13, 2011 3:15 pm        Reply with quote

DARK DAYS

Kane & Lynch find themselves in an afterlife of misery & despair, respond by engaging in further jolly (naked) co-operation.
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Isfet



Joined: 05 Dec 2006
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PostPosted: Tue Dec 13, 2011 3:31 pm        Reply with quote

DELICIOUS SOULS

combine gameplay of the D___ Souls series with the survival aspects of MGS3
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Gironika



Joined: 05 Dec 2006
Location: Dragon Range

PostPosted: Tue Dec 13, 2011 5:24 pm        Reply with quote


I can't tell you how tempting it is to define the following "shortcut" for the OpenGL "GLint" datatype, namely a la "#define WHITEGLINT Glint"


But that aside, yeah, if the ACFA-"stages" were open world stages (kind of like SkyrimFA) and you had to take care of all kinds of things (fuel, cash, a band), fighting or bro-fistin' NEXTs or joining RAVENs - that'd be a game that sounds like Bumpy Trot 2 FOR ANSWER. ;__;


I guess that one can place FA next to most titles and it'd sound good.
ENTHUSIA PROFESSIONAL RACING For Answer.
Kuru-Kuru-Kururim For Answer.
Kirby's Air Ride For Answer.
Ultima For Answer
etc. etc.
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Youpi



Joined: 01 Mar 2011

PostPosted: Tue Dec 13, 2011 6:57 pm        Reply with quote

Duck Souls

The Life and Times of Scrooge McDuck: The Game



DS

The license is handed over to Ninja Theory for an edgier reboot that focuses on the cinematic dragon slaying action at the core of the Souls experience.
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evnvnv
hapax legomenon


Joined: 05 Dec 2006
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PostPosted: Tue Dec 13, 2011 7:18 pm        Reply with quote

DUAL SOULS / DUEL SOULS

This is an idea I have had for a game for a long time and it might work with demon's souls format

Instead of participating in an environment where players from all over can influence your game in various ways, in this game as soon as you create a New Game you are automatically paired with one (1) other player who started the game at roughly the same time as you, like starting a new game of Words With Friends with a random opponent. But you will remain linked to this person for the entire duration of that game. Maybe you would also have an option to choose your opponent.

Your goal is basically to defeat that person, but you do so mainly from playing the game as a single player game. Somewhere, on the opposite side of the massive game world, the other person is doing roughly the same thing. But! You can subtly influence their progress doing things in your half of the game world that make it easier for you and more difficult for them, zero sum style. I haven't quite worked out what these would be yet. But lets say if you defeat a boss, there is an option/chance that you can 'tame' them without killing them. Then you can send them across the game world to attack the opponent.

You can also communicate with them in various ways. At first they are cumbersome, old world methods: Hire a messenger to deliver a letter on foot. This will take about a week of in-game time. Of course time in the game progresses whether either of you are playing it. Later you will develop ways to communicate instantly using magic (if you choose to develop this skill).

Similarly, though your ultimate goal is to travel by foot to meet your adversary in a duel to the death, you can also acquire spells and abilities that will allow you to astrally project yourself or a version of yourself to attempt to locate the other person and set traps, hinder progress, etc.

EDIT: For secret, alternate ending: Persuade your opponent to join your side, and work cooperatively to defeat the greater evil. Whatever that is.
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bza
a very bad gay


Joined: 24 Jul 2010
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PostPosted: Tue Dec 13, 2011 8:38 pm        Reply with quote

Dystopian Souls

You're an ancient ageless cyborg subsisting on the energy cells/nanomachines/future-life-things of other cyborgs and synthetic life in a cordoned-off lawless zone on the outskirts of the immense capital city. The government has decreed that citizens of a certain age/make/model are no longer allowed to live within the city and must be dumped there, supposedly due to overpopulation. Seven powerful cyborg enforcers each control a single district of the zone and make sure all attempts at escape end in painful failure. You awaken on top of a fossilized skyscraper with naught but basic clothing and a few hours of energy remaining as a dropship disappears into the horizon. This skyscraper serves as the tutorial level and collapses as you emerge from it.

Rather than collecting souls to become stronger, you must feed off of the energy of others just to keep yourself operational. This energy is also used as currency when trading with neutral cyborgs. Leveling up comes from the parts you find or tear from the various types of enemies you'll encounter, allowing you to gain new abilities or upgrade your stats. You gain partial memories of the previous owners of whatever new gear/bodyparts you find, and these small memories serve as a sort of lore. Weapons and armor exist and are just as important as stats, and almost every item you come across has been customized by the previous owner. Since you still have some biological parts you must be cautious around diseased or poisonous hazards...

The game culminates with the player defeating an enforcer and escaping the zone with massive amounts of energy, enough to live forever if they wish.
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TXTSWORD



Joined: 25 Aug 2010

PostPosted: Tue Dec 13, 2011 8:46 pm        Reply with quote

Devil Souls

Yeah, that's the name. Awesome.
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cactusfriend



Joined: 15 Jul 2010

PostPosted: Tue Dec 13, 2011 9:08 pm        Reply with quote

Dark Steambot Souls Chronicles: World Tendency Edition
aka
Bumpy Souls

-NPCs are still cryptic and not too verbose, however your interactions with them will be far beyond 'yes/no' and whether or not to kill/loot them.

-The World Tendency idea from Demon's Souls is expanded and obfuscated to the point of insanity. Moon phases, weather, et cetera all affect the tendency of the area that you are in. This is in service of each character/playthrough being unique and never 'cookie cutter', as well as preventing completionist/min-max gameplay. Of course, the equipment available would have to be very balanced and unique ones would only be coveted for their looks/play style.

-Recent status ailments (even if cured, though the amount of time you were affected before cure can change this) affect character tendency. Also, the amount of time your health is low, or the types of equipment you use.

-World/character tendency will have a large impact upon character interaction as well as the usual, such as item discovery and monster difficulty/behavior.

-Various side-quest/side-game/mini-games are available and playable versus other players as well as NPCs, the outcome of which affects * tendency. Weapon enhancement could also be a mini-game with risk of upgrade failure/lowered effectiveness involved, as well.

-In this world, soul economy is more fully-realized and players/NPCs can give pay one another for jobs such as assassinations/item retrieval/trade. This comes into play for:

-Mechas/battle suits/something highly customizable that is piloted in order to fight and/or travel. Parts/core degrade over time, require maintenance (like weapon/armor repair, but more involved [mini-game or pay a NPC or player to repair]. The 'D* 'Souls' idea of 'failure stakes' comes into play here as it's not a simple matter of just paying a set amount of souls to repair equipment based upon degradation. Degradation can happen during battle and depending upon the equipment, can manifest in various ways, such as decreased maneuverability or efficiency. When something is totaled, it is totaled. Some, but not all boss fights would require the use of said mech or mech-like thing, and there'd be side-quests involving such as well.

-Plot/world so complex that it'd be nearly impossible to become all-knowing of it in one playthrough, or even two. Each 'character arc' would only illuminate the area of the world/plot that said character has chosen to specialize in/frequent.

-Framerate/bugs abolished through years of testing before release! Testers' memories wiped during this intense period! Muahahaha.



A lot of these ideas would make it not a 'Souls' game at all. I know this. I just want to go drastic as I think the games are mostly fine as-is.


Last edited by cactusfriend on Tue Dec 13, 2011 11:27 pm; edited 1 time in total
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Levi



Joined: 05 Dec 2006

PostPosted: Tue Dec 13, 2011 10:19 pm        Reply with quote

VOYEUR SOULS: You can "passively" invade peoples games and just...watch them.
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remote



Joined: 11 Dec 2006

PostPosted: Wed Dec 14, 2011 12:07 am        Reply with quote

dung souls

flinging toxic poo
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boojiboy7
narcissistic irony-laden twat


Joined: 04 Dec 2006
Location: take me on a blatant doom trip.

PostPosted: Wed Dec 14, 2011 12:11 am        Reply with quote

TXTSWORD wrote:
Dragon's Souls (it's skyrim)

or it's a PSP monster hunter clone but actually it's good because it's from software.


you think monster hunter sucks? let me guess, you played it single player, didn't you?
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TXTSWORD



Joined: 25 Aug 2010

PostPosted: Wed Dec 14, 2011 4:10 am        Reply with quote

boojiboy7 wrote:
TXTSWORD wrote:
Dragon's Souls (it's skyrim)

or it's a PSP monster hunter clone but actually it's good because it's from software.


you think monster hunter sucks? let me guess, you played it single player, didn't you?


I was really hoping no one would take that away from what I said, I probably should have made more of an effort. I love Monster Hunter. Ask persona! I just haven't liked any Monster Hunter clones, and referring to a game as a monster hunter clone doesn't sound affectionate... which is what I was trying to counter but failed to articulate. My brad.
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kthorjensen
He brought three meals


Joined: 06 Dec 2006

PostPosted: Wed Dec 14, 2011 4:36 am        Reply with quote

Doodoo Souls

youre a piece of doodoo and you can either go up the toilet... or down
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TXTSWORD



Joined: 25 Aug 2010

PostPosted: Wed Dec 14, 2011 4:42 am        Reply with quote

This is an adlut room.

No potty humor please.
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cactusfriend



Joined: 15 Jul 2010

PostPosted: Wed Dec 14, 2011 5:50 am        Reply with quote

TXTSWORD wrote:
But really I would like to see it balanced so that more types of builds are viable and you aren't just making variations of one shot weapons or spells/miracles. More viable builds includes being able to take just about any weapon type - including fists and whips and shit - and being able to turn it into a fun PVP build.


this this this this this this this
I agree with this very much.
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BadFlower



Joined: 20 Nov 2007

PostPosted: Wed Dec 14, 2011 6:19 am        Reply with quote

DUDE SOULS

-unplugging your ethernet cable deletes your game saves
-items provide buffs
-no leveling system
-metrovania style game with an initial bonfire serving a hubworld for easy access multiplayer functions (original multiplayer is still included, this is just there for straight pvp)
-big bosses are not slow bosses
-cut off a boss's tooth for a rare weapon
-you're always online, going offline is only accomplished by going into the underground tunnels which are much longer than online paths, have less rewards, and are insanely ruder
-new game + changes opening available routes and opens up the underground to online play

also, you can have sex with a female character in the game (also prevent character from ever wearing pants because he always has a boner (that you can't see )). having sex with the character is also the only way to unlock a certain branch of magic (ass magic). incredibly strong magic BUT, you must direct your backside at your opponent. this means you've got an opening while you drop a deuce of Lorraine's Fury
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boojiboy7
narcissistic irony-laden twat


Joined: 04 Dec 2006
Location: take me on a blatant doom trip.

PostPosted: Wed Dec 14, 2011 12:59 pm        Reply with quote

TXTSWORD wrote:
boojiboy7 wrote:
TXTSWORD wrote:
Dragon's Souls (it's skyrim)

or it's a PSP monster hunter clone but actually it's good because it's from software.


you think monster hunter sucks? let me guess, you played it single player, didn't you?


I was really hoping no one would take that away from what I said, I probably should have made more of an effort. I love Monster Hunter. Ask persona! I just haven't liked any Monster Hunter clones, and referring to a game as a monster hunter clone doesn't sound affectionate... which is what I was trying to counter but failed to articulate. My brad.


Ah OK, yeah, I can dig. Really the only MH clone I have played/enjoyed was Peace Walker, which did enough different with the formula to not even really be a clone much, except for the boss fights which were clones in the best way. I guess parts of Lost Planet 2 could be considered an MH clone, and that game was the bestest, so there's that.

But yeah, every time I have heard someone scream about MH (or LP2) sucking, it's because they tried to play it exclusively solo, even though the game yells at you not to do that, hence my reaction.
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Droqen



Joined: 19 Dec 2010

PostPosted: Wed Dec 14, 2011 2:47 pm        Reply with quote

cactusfriend wrote:
-The World Tendency idea from Demon's Souls is expanded and obfuscated to the point of insanity. Moon phases, weather, et cetera all affect the tendency of the area that you are in. This is in service of each character/playthrough being unique and never 'cookie cutter', as well as preventing completionist/min-max gameplay. Of course, the equipment available would have to be very balanced and unique ones would only be coveted for their looks/play style.

-other tendency things


^This sounds awesome. I haven't even played Demon's Souls much yet, but I know a little bit about tendencies. (also someone said something about weapons that do more damage against 'sinners' and that'd be interesting)
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boojiboy7
narcissistic irony-laden twat


Joined: 04 Dec 2006
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PostPosted: Wed Dec 14, 2011 3:37 pm        Reply with quote

The problem of that is people would still work really hard to game the tendencies.
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cactusfriend



Joined: 15 Jul 2010

PostPosted: Wed Dec 14, 2011 6:27 pm        Reply with quote

That's only a 'problem' for those people who waste even more time working really hard to game the tendencies...not for everyone who plays normally and enjoys each character/playthrough's unique story/items.
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boojiboy7
narcissistic irony-laden twat


Joined: 04 Dec 2006
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PostPosted: Wed Dec 14, 2011 6:32 pm        Reply with quote

True enough, but the original post mentioned it as a way of "preventing completionist/min-max gameplay", which it wouldn't really do, which was my point.
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8128



Joined: 06 Jun 2008
Location: a very very very fine house

PostPosted: Wed Dec 14, 2011 6:36 pm        Reply with quote

I'd like a more deliberate covenant system that sorts players into specific groups without telling them

and then you get invaded or you find people following you but not attacking and you don't understand

and there's some overarching series of events that each covenant is striving for but the game never spells any of it out so groups of players work together and against each other to figure stuff out or compete over, I don't know, controlling bonfires or something

and the game eventually ends and some covenant wins and they get some benefit over the next few weeks

until the rules are reset and we all start again in season 2
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boojiboy7
narcissistic irony-laden twat


Joined: 04 Dec 2006
Location: take me on a blatant doom trip.

PostPosted: Wed Dec 14, 2011 6:38 pm        Reply with quote

Yeah, that is not going to happen, 8128, much as it might sound fun (and it does). It was fun in Chromehounds (RIP).

So many players would be super pissed off if there wasn't some easy explanation behind how to do everything in the games.
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8128



Joined: 06 Jun 2008
Location: a very very very fine house

PostPosted: Wed Dec 14, 2011 6:42 pm        Reply with quote

yes I know it is just my beautiful dream

but I mean really as interesting as this late game pvp stuff I think the most meaningful thing we can take from these games is that period when you're creeping around seeing bloodstains and ghosts and getting invaded and getting hints about covenants and not understanding

and if there was a way to stretch these mysteries out over whole games or more importantly to recreate them multiple times within the same game

well, that would be a thing

booji was chromehounds really like this I never played it
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boojiboy7
narcissistic irony-laden twat


Joined: 04 Dec 2006
Location: take me on a blatant doom trip.

PostPosted: Wed Dec 14, 2011 6:46 pm        Reply with quote

Sorta. I mean, you were divided into different factions with no idea which one to join outside of friends telling you, and then you fought team based battles to take over different regions of the global map(as in everyone on Live was fighting over the same huge map), and if you didn't go on the web and find groups talking about where to fight for, you just fought for random shit and hoped your side eventually won, giving you some benefits. Sadly, I came in at the end of it when the game was broken (From never balanced it well, each patch introducing new breaks), so I didn't get in at it's glory days, but yeah.
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CubaLibre
the road lawyer


Joined: 02 Mar 2007
Location: Balmer

PostPosted: Wed Dec 14, 2011 6:49 pm        Reply with quote

There are a million games that are about team pvp area control that end with a "win," a conferral of some bonus, and a slate-wiping new season. Actually when you wrote it at first I thought you were being sarcastic because that's like an MMO type of thing. WoW has areas like that, as do more limited action-based games like Global Agenda.

boojiboy7 wrote:
True enough, but the original post mentioned it as a way of "preventing completionist/min-max gameplay", which it wouldn't really do, which was my point.

Just because it wouldn't eliminate min/maxing doesn't mean it wouldn't prevent it. The harder it is to min-max, the fewer people will do it, just because it's a pain in the ass. People don't like pains in the ass. I would have no problem with D^3 Souls disincentivizing it as heavily as possible, regardless of whatever tiny diehard niche of OCDers out there would work through the pain.
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boojiboy7
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PostPosted: Wed Dec 14, 2011 6:56 pm        Reply with quote

CubaLibre wrote:
Just because it wouldn't eliminate min/maxing doesn't mean it wouldn't prevent it. The harder it is to min-max, the fewer people will do it, just because it's a pain in the ass. People don't like pains in the ass. I would have no problem with D^3 Souls disincentivizing it as heavily as possible, regardless of whatever tiny diehard niche of OCDers out there would work through the pain.


The problem is that a large core of From's original fanbase (and if we are to go by the statements of the company, vis a vis "we make the games we want to play") likes the min/max. All of From's games have realtively simple min/maxing built into them.

Add into this that any game with a competitive aspect encourages the min/max, so trying to remove or ignore the min/max is a silly pursuit counter to the game's design. Fighting games get by by relegating the min/max to player skill, but From has yet to do this in their games at all, which is fine.

Also, the last thing From games need is more obfuscation of what is going on. At their best, their games have mechanics that get better the more you know about them, where as something like was originally suggested actually gets worse the more you know about it.
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8128



Joined: 06 Jun 2008
Location: a very very very fine house

PostPosted: Wed Dec 14, 2011 7:14 pm        Reply with quote

CubaLibre wrote:
There are a million games that are about team pvp area control that end with a "win," a conferral of some bonus, and a slate-wiping new season. Actually when you wrote it at first I thought you were being sarcastic because that's like an MMO type of thing. WoW has areas like that, as do more limited action-based games like Global Agenda.


yeah I was thinking this when I wrote that and I figured somebody would mention it

but, I mean, putting that over dark souls is obviously a very different thing than putting it over an MMO. and really controlling areas isn't what I'm interested in, when I said controlling bonfires that was a half-assed thought. what I would be interested in are the existing mechanics - collecting humanity and turning them into that NPC - and coming up with some way give them some sense of urgency. I mean those plot hooks, the covenant that helps out other bros or the one that defends the forest - what if there was really something to defend, rather than all this stuff just being vehicles for pvp?

but, yeah. I'm missing something. if it came out like controlling territories in an MMO it would be a failure.
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boojiboy7
narcissistic irony-laden twat


Joined: 04 Dec 2006
Location: take me on a blatant doom trip.

PostPosted: Wed Dec 14, 2011 7:17 pm        Reply with quote

Maybe have the strengths of the covenant's players affect a certain boss tied to each covenant?
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