RPG Strange idea for custom feature (Read 927 times)

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I got this terrible idea for a custom feature where the game has a built-in i.q. test where your caster's intelligence / mind stat correlates with the i.q. test score.  Then a mini-game that is effectively an agility test, where your rogue's agility stat correlates with the agility test score.  I immediately decided it probably wasn't a great idea, but who knows, someone else might like it.
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Clever...but it would stink where if the player had a hard time with the minigame....then when the stats were set you got pwned in the first battle! haha...maybe it should be a average of like 2 out of 3.

But clever...I think im sticking to the...."Pick your characters strength and weakness" sorta thing.
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Well. I did. Tough it does need some reworking. A slow person wich loves rogues would hate it all their rogues ended with low AGI. So, the result would have to be multiplied by a standart of that class, and would have to be little influential. Also, not obligartory.
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There should be a USB dongle that attaches to your arm and measures its circumference, then translates it into raw RPG stats.
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This is too much, a built in IQ test? Do you know how long and boring those tests are? Why can't you just let the player do what they want, let them choose the character classes and then give them like five stat points so that they can increase whatever stat they want, just like in Diablo 2.
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There should be a USB dongle that attaches to your arm and measures its circumference, then translates it into raw RPG stats.
Can I borrow this for my RPG? I'm thinking of making your strength/attack power based on the actual strength of your arms!
How about no!? You are an idiotic version of a baboon.
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You should set the stats based on what the person likes doing most. Unless the actual game play matches how the mini-games play out, then you are more likely to set the user's stats arbitrarily than by whatever factors the actual player has into account when he is trying to decide what kind of RPG character he wants to play as.

If you want an idea to set character stats that is more intuitive than just letting the player pick his stats manually, then you'd be better off coming up with a different idea.
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A related, but different, idea: how about a personality/ morals test, and the game suggests a character class based on the results? So maybe the player who's OK with bending rules gets  recommended a rogue, and the goody-two-shoes gets a paladin, on the assumption that they'd be more comfortable playing characters with compatible moral codes. That might be interesting. Of course, a player ought to have the option to pick a character of a different class should they choose... but it's an interesting idea to say the least.
Last Edit: August 04, 2009, 03:29:18 am by Terrus4
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I like that idea
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I'll not TAKE ANYTHING you write like this seriously because it looks dumb
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I like that idea too, but I think it would be a cool extension to the idea if the player didn't know they were being tested - ie put them in a situation that requires them to make decisions (not literal ones) and then come up with an algorithm that suggests a class for them. If I were to implement something like this I might not even tell the player that any of the above happened, nor make it known they're even in a class based game.
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Kingdom Hearts did something like that with the "deep" questions they ask you at the beginning...Note: Pick the top ones (I think)
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I think Fallout3 did it the best. It let you know right off it was a test, and that it was ultimately arbitrary and you could skip out on the results. But even if you took it, the questions and the various responses were enjoyable enough to not feel like a chore but quite the opposite.

Heck, I usually end up taking that test knowing I'll throw out most of the results and set my skills manually anyhow.
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Pokemon Mystery Dungeon is also another example of it. The different questions eventually determining the pokemon you play as, plus there were quite a few different questions for them to ask you. It wasn't quite as blunt as 'Your taking this test to determine what you will be doing in the future' like Fallout 3, but that doesn't really matter (I always skip that test now, cba with doing it, even though some of the questions are pretty good for a laugh.)
Last Edit: August 04, 2009, 06:45:08 pm by CociCookie
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custom feature dead pearant please.
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har
How about no!? You are an idiotic version of a baboon.
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There should be a USB dongle that attaches to your arm and measures its circumference, then translates it into raw RPG stats.

Well, that's 3 ATK for me then. . _.;

"Tests" that affect stats or misc stat boosts are fine, but only if they're done well. Or rather; if they don't make too much difference early in the game and the strengths can be altered later on. Like with FFTA2's "privileges". The initial privileges were defined according to the answers to your questions in the beginning, and you could earn new ones later on.
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It hardly enhances gameplay, and it's alot of programming. For what it's worth, I'd probably not be too excited about the proposed features.

I take enough surveys on Facebook anyway.
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I like that idea too, but I think it would be a cool extension to the idea if the player didn't know they were being tested - ie put them in a situation that requires them to make decisions (not literal ones) and then come up with an algorithm that suggests a class for them. If I were to implement something like this I might not even tell the player that any of the above happened, nor make it known they're even in a class based game.

Yeah, I like that.  Maybe you start-off with a default character, and your various moral decisions and whether you favor fighting / magic / healing determine every subsequent character that joins your party; and after not long, the default character gets killed off, leaving you with just the customized characters.
Last Edit: August 07, 2009, 04:56:10 am by Lackeos
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 I don't need a video game reminding me how morally questionable I am, thanks. :(
How about no!? You are an idiotic version of a baboon.