So I'll take an excersise, just for fun.
I believe ideas are powerful and they can grow, gain strength and maybe even become real sometimes. So this is about Imagining a perfect game
With any luck, ideas can spread and we only need them to get to the right ears. In the meantime, this is just for fun and record.
Gender: RPG Action-Adventure-Fantasy
Layout:
Typical fantasy world, we got vast landscapes, dungeons, magic, dragons, etc...
What's different:
Well,
for starters, we make some lore adjustments so that we dont "just" have
medieval weapons. We will be able to use handguns, rifles, lightsabers
and other weird weapons suck as chain whips or melee claws. The way the
world behaves should be more like Asassins Creed where we can also climb
a lot.
Combat:
In this
case it is more like Assassins Creed, having buttons to control left
hand, right hand, blocking, targeting, dodging. Also, we dont just have
medieval weapons, like I mentioned, we can use any kind of
weapon regardless of skill level (which should focus on other things
such as effectively, how skilled we are with certain kinds of weapons)
We can even try weird combinations of R/L hand like a blade and a
handgun
Magic:
Magic isnt
used like a "specific spell" Magic is a tool that can be used differently
depending on key combinations. IE, we equip "Fire" and if we target
someone, we can throw a fireball at them, if we block using it, we can
slam the floor and create a wave, if we use it on our weapon, we can
make it flaming. Oh and also... Telekinesis. Target someone, you can
lift them in the air, even crush them if skill is high enough at the use
of another keyboard key like "strike", quick attack button sends a wave
to knock stuff down, block and you deflect incoming stuff
So
magic is more used on a elemental basis than a "spell based" system.
Some elements may be common to most games like fire, ice, lightning,
wind, life (for healing), telekinesis and mind (as mind tricks),
And some others may be a bit more special but I remember the way clan powers were supposed to be "unique" for vampires in Vampire the masquerade - Bloodlines. So some other elements would be either rescued from that or merge with that old feel. IE:
- Blood magic would allow to steal blood (for vampires) or make targets explode
- Decay would act like some form of acid remembering the Tzimisce and their flesh changing discipline.
- On the same line, Animate would be the necromancer's discipline by excelency
- Invisibility would also exist, but it would also be treated as something special... like not everyone in the world can learn any magic discipline, they must master them and even top players can handle around 5 or 6 disciplines at a time; And magic disciplines DO rely on class. IE, a pure barbarian or warrior cannot use a discipline like invisibility if he is not at least part thief or asassin. A pure barbarian would be more akin to a body changing discipline that gives him strength and claws maybe, like Protean.
- Shadow may be similar to something a Lasombra would use
- And maybe an uber class that is above all the others like "chaos".
Yet another idea: magic books as weapons: wield them and your magic prowess may increase and maybe learn new tricks
Classes:
We
can have as many classes as desired in the game, we can even design our
own, but the moment we commit to one, then that's the one we will be
using. To use that same barbarian from before, no barbarians stealing crap or shooting bolts without magic training. That ofc, doesnt mean we can't change class
through certain methods any time we want and can. If you want a
multi-class badass that can do anything, you can have it, but you will
have to level up a lot.
Which
brings me to remember stealth classes. It should balance them so that
STEALTH is actually important. assassins and stuff work better if they
are not detected, and the game is designed to make infiltration someting
useable.
Stuff like armor is available and useable by any class, but the best users will be those prepared for it.
And while we're at it, the game wouldn't forget about necromancers. Forget about comandeering a single skeleton minion that lasts about 2 minutes. You could choose the path of a true necromancer and control legions of undead minions. You could even hide in an old tomb and control the entire dungeon yourself or throw a world domination campaign.
Exploration:
World
needs to be as large and beautiful as possible. Screw realism, this is
fantasy. I want floating cities, underground cities, cities in giant
trees, flying ships, underwater cities too. Nevertheless, try to keep a
consistency about the world and it's lore.
Of course, like I said, we should learn to climb and jump.
Lore:
Like
I mentioned, it should mix modern stuff too. Maybe even an advanced
alien race with a futuristic city orbiting the planet, but they have to
be mysterious and unknown, maybe even another planet where the level of
technology is similar to cyberpunk ours. Like twin mirrored worlds or
something. Hell, maybe 3 worlds, to complete the cycle. There must be a
great forgotten ancient evil to defeat and blah blah blah..
NPCs:
Overall
I like the way Bethesda makes their NPCs despite bugs. But this time we
should make emphasis in relationships, dialogue and AI for some
specific chars, so that romance is a viable RP option.
Dreams... dreams...







