The next time I decide I’m going to make an RPG, I’m going to have the story affected by how strong the player is.
No more going “They have like 40 guys, we’re out numbered and can’t possibly win” when you just spent the last 10 minutes beating off 100 of their minor minions. No more “You’re stuck, I can’t pull you out!” when the character has managed to suplex a train. No more “Wow, that was a tough enemy, I’m exhausted” when the fight only lasted 3 turns.
This also gives the player an incentive to do a New Game+ as the story will be different on account of the main character having all of his levels and stats, and being able to ensure the best outcome of the story.
It’d probably be the same as remaking the same game 3-4 times within just one game, but it’d be incentive for all players. Casual players could go through it once just fine, min-maxers and power-levelers would get different outcomes, and completionists would get multiple fun play-through styles.
It just needs a good story to hold up to, which I think I could probably come up with if I thought hard enough heh.
So like how fallout has decisions based on your stats?
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I think a few middle-ground options could present themselves in the story. I imagine certain key moments would be either...
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vengefulstrudel reblogged this from samrosemodblog and added: Cool, adaptable stories ftw! Would there be a middle ground though, so not everything is either “You’re too weak” or...
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silver-tongues-blog reblogged this from samrosemodblog and added:
So like how fallout has decisions based on your stats?
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