Im in the process of designing my map and planning on core mechanics throughout, its an rpg that ive spent countless hours planning and trying to figure out the best possible ways to implement everything to fit nicely.
I was wondering what everyone would like to see or did not like when you have played a SC2 Custom RPG?
thanks for any feedback
The main problem with SC2 RPGs from today are the lack of creativity and/or lack of content. Additional the common folks likes to see high replayability and multiplayer based fun.
There are so many RPG systems, but some are mutually exclusive. It's up to you to find the best fitting system for your map.
I like content, but content is also the thing that will turn an RPG game from a 100 hour project to a 500 hour project. I like it when objectives are promoted, rather than players just wandering around farming. PvP is also hard to achieve in a content-based RPG.
I guess overall I would say that I have no interest in playing a farming-based RPG game, but also you should know that if you're doing a content-based RPG that you're going to be getting in deep really fast. It will take a very long time to make a good one.
Lack of content is something im trying avoid i have already plotted out possible updates from what i have going now to keep players interested, Im even building a story around it. but not one of those bland text message rpg quest storys. I want to make the players get goose bumps.
I have 5 years of experience as an audio engineer so ive been build cinematic sound tracks for each area to really make it get that amazing feel to it.
Anyways i plan for this not to be some other lame ass RPG, trust i played tons of them. Im just not sure if everything i want to do can fit into one map or if the servers could handle it. xP
Edit: Just to clear this up, its not going to be a walk around and farm all day RPG, you will move forward in the events that happen with enemy units coming out of no where to attack you, not you going to attack them.
Meh, can't add everything, someone will always be displeased :D
Example: most people seem to want to make epic rpg with thousands of items, leveling/grinding where you save your progress from game to game. Seems nice, but right now I'd rather prefer a 1-2 h. long rpg without saving your level/stuff. I might just be nostalgic of BroodWar times, but I'd prefer to know that I can beat map in one sitting rather that I'll have to spend weeks on farming to get every quest/things in a silly SC2 map.
What I want to see is a story-driven hero game. I want to see some experimenting (like don't have levels in your map. Give rewards based on quests/events rather than grinding. Make killing everything in sight optional).
absolutely! Ive already been thinking of a not even putting in a levels system and to reward the heroes another way.
Also im highly against having to come back and back and back to play the same content over and over just to beat the game once. I want to make it challenging but not so much that it takes forever and people get bored. This is a custom map and not a full on Standalone, meaning is should only take a hour or so to beat.
Hey all.
Im in the process of designing my map and planning on core mechanics throughout, its an rpg that ive spent countless hours planning and trying to figure out the best possible ways to implement everything to fit nicely.
I was wondering what everyone would like to see or did not like when you have played a SC2 Custom RPG? thanks for any feedback
The main problem with SC2 RPGs from today are the lack of creativity and/or lack of content. Additional the common folks likes to see high replayability and multiplayer based fun.
There are so many RPG systems, but some are mutually exclusive. It's up to you to find the best fitting system for your map.
I'm sorry if you didn't hear what you want. ;P
@Projekton: Go
I like content, but content is also the thing that will turn an RPG game from a 100 hour project to a 500 hour project. I like it when objectives are promoted, rather than players just wandering around farming. PvP is also hard to achieve in a content-based RPG.
I guess overall I would say that I have no interest in playing a farming-based RPG game, but also you should know that if you're doing a content-based RPG that you're going to be getting in deep really fast. It will take a very long time to make a good one.
@SkrowFunk: Go
Thats exactly what im doing, content galore. I have so many ideas and im pretty sure about half are impossible.
@Zanryu1337: Go
Lack of content is something im trying avoid i have already plotted out possible updates from what i have going now to keep players interested, Im even building a story around it. but not one of those bland text message rpg quest storys. I want to make the players get goose bumps.
I have 5 years of experience as an audio engineer so ive been build cinematic sound tracks for each area to really make it get that amazing feel to it.
Anyways i plan for this not to be some other lame ass RPG, trust i played tons of them. Im just not sure if everything i want to do can fit into one map or if the servers could handle it. xP
Edit: Just to clear this up, its not going to be a walk around and farm all day RPG, you will move forward in the events that happen with enemy units coming out of no where to attack you, not you going to attack them.
Meh, can't add everything, someone will always be displeased :D
Example: most people seem to want to make epic rpg with thousands of items, leveling/grinding where you save your progress from game to game. Seems nice, but right now I'd rather prefer a 1-2 h. long rpg without saving your level/stuff. I might just be nostalgic of BroodWar times, but I'd prefer to know that I can beat map in one sitting rather that I'll have to spend weeks on farming to get every quest/things in a silly SC2 map.
What I want to see is a story-driven hero game. I want to see some experimenting (like don't have levels in your map. Give rewards based on quests/events rather than grinding. Make killing everything in sight optional).
@DuckyTheDuck: Go
absolutely! Ive already been thinking of a not even putting in a levels system and to reward the heroes another way.
Also im highly against having to come back and back and back to play the same content over and over just to beat the game once. I want to make it challenging but not so much that it takes forever and people get bored. This is a custom map and not a full on Standalone, meaning is should only take a hour or so to beat.
@DuckyTheDuck: Go
Currently I'm working on a Shadowrun-based RPG with at least 5-hours of story-based-content, but singleplayer only. Reference in my sig.
But yeah, those farming RPGs are tiresome. That is why I dislike those "OpenRPGs". After 10 minutes of playing everything is repetetive.