Next Stardock Game Request - RPG
I would like to see Stardock consider an RPG for their next game that would feature 7 elements;
- Pathfinder RPG Rule-set (http://paizo.com/pathfinderRPG/prd/) under Open Gaming License; i.e. free to use
- Overhead perspective with turn based tactical battles (aka Return to Temple of Elemental Evil)
- World changing events caused by player actions or inactions that have a profound effect on gameplay
- NPC AI that reacts to player actions and act to advance their long-term goals
- Quests with multiple solutions
- Frequent Expansion sets
- Moddable
1. PathFinder Rule-set
The Pathfinder Rule-set (the successor to D&D V3.5) is available for use at no cost as it uses the Open Gaming License. This would give you access to a rule-set that would form the basis for the game design and tactical battle actions. http://paizo.com/pathfinderRPG/prd/ . This makes game design so much easier as you are starting with a system that has been playtested.
2. Overhead perspective with tactical battles.
Most RPG players would agree that the Atari game Return to the Temple of Elemental Evil had the best tactical combat system for an RPG. In this turn based system players moved each unit one at a time based on their initiative - making decisions such as charging, defending, attacking, or delaying a turn to achieve a tactical advantage.
3. World Changing Events
If the player actions had dramatic effect on the world it would dramatically enhance the replayability and player involvement with the game.
Example 1: The players accept a task to uncover who is sabatoging the construction of a new castle. If they succeed a Castle with new NPCs and quests appears on the map. If they fail the Castle does not appear they will not have the assistance of the these new NPC PCs and castle defenses (think catapults) when the village is attacked.
Example 2: The PCs decline a quest to clear the forest of giant spiders. This allows the spiders to grow in number and ulimately attack the village under the guidance of a drow priestess and two driders. If the castle was not built they will likely overrun the village, burn it to the ground and move-on. If the castle was built and their attack is succeful the drow establish a base in the castle. The PCs experience is dramatically changed by two linked decisions.
Example 3: Likewise the PCs might aid an aspiring noble. The PCs actions might allow this noble to equip a powerful army and launch an attack upon a neighboring barony. Or the PCs actions might obstruct this noble's actions to build an army or encourage him to ally with the neighboring barony. Once more, the Pcs actions can have a dramatic effect on the game world and the outcome of an attack by an army of evil humanoids -will it be two allied kingdoms facing the evil army or one weakened by battle.
4. NPC AI with unpredictable encounters
Too often, in RPG games such as NWN, TOEE and Baldar's gate the NPCs do not react to player actions. You attack the temple once and withdraw to heal the AI does not increase patrols or plan an ambush to greet the PC on their return. If you decline a request to find those sabatoging the construction of the castle the AI does not hire other adventurers to conduct the investigation (and collect the reward). I would like to see an RPG game where the major NPC characters took action based on the PCs actions on in-actions and their own plans. Thus the game is not only a game of decision making but its also a game of time. Take too long to rest after your initial foray into a dungeon and the AI chief may have a nasty surprise waiting for your next visit. Wait longer and the AI may attack the village where you are resting.
Unpredictable Encounters? Its quite simple really - 50% Situation A, 30% AI Situation B, 20% Situation C. This would dramatically increase the replayability of the game and call on the player to really pay attention during replays - as no replay is a simple walk in the park for encounters can change.
Example 1: Brigands have taken the quarry workers captive, the PCs must rescue them to complete the castle's construction. The problem? The birgands are not in the same place every game.
Situation A: Brigands have taken the quarry workers captive - a simple battle with Brigands in Location B and C.
Situation B: The Brigands are mixed among the Quarry workers, the PCs can't use area magic without harming the captives.
Situation C: Brigands have prepared an ambush, with Brigands in Locations B and C supported by an additional group in area E, the brigand leader blows his horn and group E attacks enters the battle from behind the PCs.
5. Quests with Mulitple Solutions
Too often in RPG games quests have a single solution. I would like to see more open ended quests. See the Baron's Quest example in a post below. Here the PCs have several ways to acquire 100 swords for their baron. Each solution has a unique twist.
Example 3: The PCs accept a quest to stop the construction of the castle. They can do so in several ways: neutralize the engineer in charge, attack the worksite, stop the work at the quarry or remove the source of its financing. Each solution is equally valid with its own unique challenges. If the PCs decide to neutralize the engineer - they should do so in a manner where the event would not be traced back to them. If they publicly kill him, as many players will attempt, the local baron will likely place a bounty on their heads. However, if a feeblemind spell is used the goal may be safely achieved - with the castle collapsing after it is constructed.
6. Frequent Expansion Sets
Too often an RPG has expansion packs that are released a year or two after the release of the main game.
I would like to see a continual stream of bi-monthly mini and major expansion sets that add; new NPCs, new monsters, new spells, new classes, new maps and new quests to the game.
The Monthly DLC - mini-expansion packs - available through a subscription would include; new classes, prestige classes, races, NPCs, updated NPC AI, updated conversation trees, monsters, spells, and focus on new adventures and quests that utilize existing maps and enhance existing encounters. The bi-monthly expansion pack would feature new maps and encounter areas. Cost: About $6 a month for new cotent to enhance the game would provide a predictable stream of income for Stardock and provide players with a constantly improving RPG experience.
Economics: 10k subscribers x $6/month = $720K a year - enough to pay for a dedicated team of developers. 20k subscribers = $1.4M a year
7. Moddable
The game should allow the player to easily add new content, quests and NPCs to the game world.