From The Mana World
UFO PREDATOR (talk | contribs) |
UFO PREDATOR (talk | contribs) |
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* '''Encourage Team-play''' Players should be motivated to play together and help each other. To reach this it has to be impossible to create characters that are good at everything at the same time so that everyone needs party members with different character types to counterbalance the weaknesses of his character. Pushing up low characters quickly with the help of high level characters should not be too easy. | * '''Encourage Team-play''' Players should be motivated to play together and help each other. To reach this it has to be impossible to create characters that are good at everything at the same time so that everyone needs party members with different character types to counterbalance the weaknesses of his character. Pushing up low characters quickly with the help of high level characters should not be too easy. | ||
* '''Negligibility''' Raising the skills of the character should be an important part of every RPG but it shouldn't be the main concern of the player. He should focus on the parts of the game that are fun like exploring and questing while his character becomes stronger and more adapted to his playing style along the way. Repeating the same task over and over again should not be the most effective way to raise a character quickly like it is in most online roleplaying games nowadays. | * '''Negligibility''' Raising the skills of the character should be an important part of every RPG but it shouldn't be the main concern of the player. He should focus on the parts of the game that are fun like exploring and questing while his character becomes stronger and more adapted to his playing style along the way. Repeating the same task over and over again should not be the most effective way to raise a character quickly like it is in most online roleplaying games nowadays. | ||
==Ideas== |
Revision as of 06:53, 20 January 2008
Preamble
This system has been designed as a levelless Learning by Doing System for a real time action combat system. The main goals were:
- Intuitivity The Players should be able to fully understand the system after a few hours of playing and should be able to create effective characters without having to study guides on the internet. Ruining a character beyond recovery by making errors in the character development should be impossible.
- Control Despite the above principle the player should still be able to influence the development of his character by changing his playing style.
- Customization Every character should be individual. There shouldn't be uber character stereotypes that excel above all other characters. A premise for this goal is a well thought out balance between the different skills.
- Encourage Team-play Players should be motivated to play together and help each other. To reach this it has to be impossible to create characters that are good at everything at the same time so that everyone needs party members with different character types to counterbalance the weaknesses of his character. Pushing up low characters quickly with the help of high level characters should not be too easy.
- Negligibility Raising the skills of the character should be an important part of every RPG but it shouldn't be the main concern of the player. He should focus on the parts of the game that are fun like exploring and questing while his character becomes stronger and more adapted to his playing style along the way. Repeating the same task over and over again should not be the most effective way to raise a character quickly like it is in most online roleplaying games nowadays.