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>>3917121
1. You don't.
2. Why would you want to bother?
3. Play a real game instead.
All three are valid answers. Get your slop out of here.
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Add meaningful ways to define the player character. This can be done through backstory, interactive mechanics, and dialogue/story design.

>Backstory
You can add character creation to define who the PC was before the game is set. Allow setting different parameters that get referenced in gameplay and meaningfully change the experience.
>Interactive mechanics
You can also add customization (like modifying stats, perks, gear, etc.) before and during the game (such as on a level up, although levels aren't necessary). Changing these things should meaningfully impact the experience.
>Dialogue/Story
You can add a system where characters speak to PC and the player can respond. This can take several forms, like a proper dialogue tree system (e.g. Fallout or Mass Effect series), selecting simple Yes/No answers (e.g. Golden Sun), or even something more action-based where the player physically chooses different paths like picking a door (e.g. Skyrim intro during Helgen sequence).
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After each mission you sit around the ship and talk to your little gay polycule about their sexual neuroses. See: Mass Effect.
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>>3917141
bastard bitch
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make deus ex
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>>3917245
nobody buy deus ex anymore
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>>3917121
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>>3917436
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>>3917437
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>>3917441
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mokey man
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>have multiple play styles
>make enemies stronger as you move through levels to the point where the average target audience member cant win
>add unlockable buffs that would let the average target audience member win
>add a story and make branches along with "useless" options
>gate the buffs behind branching and "useless" options
>ideally add variants of later maps and specific maps that only appear based on story choices
try playing drl and doom and think about how you would transfer traits from the former to the latter, then come up with a branching story to justify it
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>>3917121
make your player controller more modular. adjust speed, add abilitities, etc

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