Post by Damian on Jun 25, 2015 13:09:07 GMT 10
In a classic Role Playing Game (RPG) the player get's to interact with non player characters (NPCs) in order to receive quests, collects rewards or learn more about the world. More importantly it enables the player to "participate" and "contribute" to the world. Ideally the player is given the choice to provide much needed help to an NPC with a problem/quest or screw them over for personal gain.
This makes the player feel relevant in this world by effecting real change and allows the player to define their character and play style. Game designers call this "agency" and game players enjoy games more when they feel they have some impact in the world.
For the most part NPCs are approachable because the player is aligned as Good (Altruistic, Noble, etc.) or Chaotic Good (Self serving, means to an end, etc.). Neither player alignment is truly Evil and so NPCs are still mostly agreeable because they do not directly fear the player.
This introduces some challenges in a game like Lord of Decay where the player is more likely to disembowel and harvest the souls of NPCs rather than listen to their pleas to locate their favourite cow, daughter, dog, family heirloom, and so on.
We really want to make a game that enables the player to experience what it is like to be a bad guy and that leaves us with 2 options as far as I can see:
The Loner is by far the simplest option, but it is also offers the shallowest game play experience. If the player does not interact with anybody in the world they are reduced to a narrow, linear experience of attack, move to the next area, repeat.
Games like Overlord use a similar approach. While Overlord is a great game this approach does not allow us to capture the RPG experience we are shooting for.
Villains Galore is simply adding NPCs that are similarly aligned or motivated as the bad guy. This way the player still gets to "participate" and "contribute" to the game world, but we also get to have fun with turning classic quests on their head.
Shop keepers deal in body parts instead of gold.
Villains also have the best digs. You won't find them in boring villages and cities. Villains live in dank caves, ominous towers, vile pits, secret basements and forgotten ruins.
Quest givers will ask that you weave evil spells and sew chaos instead of dispelling evil and restoring order.
Not all villains will be allies of course. You will encounter rivals and competitors that are also villains. Some will seek your destruction and some will seek to steal your power and artifacts.
I think you get the idea.
Leave your thoughts below about what excites you about being the bad guy and the kinds of quests you hope to find in Lord of Decay.
This makes the player feel relevant in this world by effecting real change and allows the player to define their character and play style. Game designers call this "agency" and game players enjoy games more when they feel they have some impact in the world.
For the most part NPCs are approachable because the player is aligned as Good (Altruistic, Noble, etc.) or Chaotic Good (Self serving, means to an end, etc.). Neither player alignment is truly Evil and so NPCs are still mostly agreeable because they do not directly fear the player.
This introduces some challenges in a game like Lord of Decay where the player is more likely to disembowel and harvest the souls of NPCs rather than listen to their pleas to locate their favourite cow, daughter, dog, family heirloom, and so on.
We really want to make a game that enables the player to experience what it is like to be a bad guy and that leaves us with 2 options as far as I can see:
- The Loner - The player has no allies and kills anything that moves.
- Villains Galore - Add characters that are also villains and enable the player's villainy
The Loner is by far the simplest option, but it is also offers the shallowest game play experience. If the player does not interact with anybody in the world they are reduced to a narrow, linear experience of attack, move to the next area, repeat.
Games like Overlord use a similar approach. While Overlord is a great game this approach does not allow us to capture the RPG experience we are shooting for.
Villains Galore is simply adding NPCs that are similarly aligned or motivated as the bad guy. This way the player still gets to "participate" and "contribute" to the game world, but we also get to have fun with turning classic quests on their head.
Shop keepers deal in body parts instead of gold.
Villains also have the best digs. You won't find them in boring villages and cities. Villains live in dank caves, ominous towers, vile pits, secret basements and forgotten ruins.
Quest givers will ask that you weave evil spells and sew chaos instead of dispelling evil and restoring order.
- Instead of saving the peasant's daughter from the warlock, you abduct the daughter for warlock to sacrifice for a blood rite.
- Instead of killing the troll beneath the bridge, find the bridge troll a cozy new bridge to live under with plenty of foot traffic.
- Instead of preventing wolves from entering the village, cast blood lust on a pack of wolves and set them upon the village.
- Instead of destroying the alchemist's laboratory, build your own laboratory.
- Instead of collecting herbs for the village healer to cure the sick, gather ingredients for a witch to cast a powerful curse.
Not all villains will be allies of course. You will encounter rivals and competitors that are also villains. Some will seek your destruction and some will seek to steal your power and artifacts.
I think you get the idea.
Leave your thoughts below about what excites you about being the bad guy and the kinds of quests you hope to find in Lord of Decay.