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Let's armchair game design D______ Souls

 
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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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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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8128



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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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