Suggestion for location

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Zeron
Posts: 8
Joined: Thu Sep 12, 2013 9:11 pm

Thu Sep 12, 2013 9:14 pm

I was thinking about a possible location, not seen on the map, where hidden treasures are found. It's a land similar to Runescape's "Wilderness" with a deadly look filled with dead trees, lava pits, bodies and blood, a place that would stimulate fear to those who pass through. Going in there alone is suicide and going with a squad is still a danger.

What would make this location unique:
- Collect all 6 pieces of the map to find the location
- Finding and digging out for rare treasures that could be worn such as unique swords or sellable such as antique vases.
- Fighting large groups of bandits and other enemy organizations that are also trying to dig out the goods.
- Collect unique resources from the mines.
- Spectate, fight or run away from huge wars taken place in those lands in the battle for resources.
- Survive the canibals who estabilished camps on the location
- Loot dead bodies and remains of caravans.
- Set up a camp at your own risk.
- Be lucky to get out alive.

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skynet464
Posts: 256
Joined: Sat Dec 10, 2011 4:58 pm
Location: VA,USA

Fri Sep 13, 2013 2:31 pm

A bit too fantasy for my taste.
Admiror, O paries, te non cecidisse, qui tot scriptorium taedia sustineas

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EvilTea
Posts: 188
Joined: Sun May 26, 2013 11:31 pm
Location: United Kingdom

Fri Sep 13, 2013 4:37 pm

skynet464 wrote:A bit too fantasy for my taste.
Yeah I kinda agree with you here however the idea of huge wars for resources sounds cool I can imagine people raiding your hideout for resources or trying to deconstruct parts and stealing bits from walls...
Reminds me of when people nick the iron from drains or sadly memorials to melt down and sell on. D:

Zeron
Posts: 8
Joined: Thu Sep 12, 2013 9:11 pm

Sat Sep 14, 2013 10:36 am

skynet464 wrote:A bit too fantasy for my taste.
I see no elfs and dragons in this XD

Someguy
Posts: 91
Joined: Thu Apr 18, 2013 11:07 pm

Sun Sep 15, 2013 9:11 pm

A thing you're touching on here, that I've actually enjoyed quite a bit in other titles as emergent gameplay fuel... is that map thing. Not neccessarily a physical collectible map as Pirates! and Patrician III do, but along a more subtle vein. (Though that could certainly be a viable route.)

I suspect what you're suggesting is getting away from Chris' idea of emergent gameplay as I understand it, if fancy scripted encounters are the goal. What if it was in fact just a finite resource node spawned somewhere into the world? All of the rest should just happen as a random occurance of the engine, actually, this too.

Now by finite resource node I don't merely mean a rock outcropping that yields ore IV. The possible resource nodes are nearly endless. From deconstructing a structure (which could be a piece of machinery, or anything really), to defeating a rare mobile that yields a resource, to just about anything on your list. The thing here would be to break down the encounter and find a couple small scale variables to script in and let emergent gameplay handle the rest.

In short, as the map clue is concerned, when a rare resource is generated in the world, perhaps a rumor mill could simply offer a cue that it has come into existance.

In any event, if this is captured in gameplay, on the physical map (i.e. not an 'instance' zone), I don't think concerns about the destruction of exploration elements will have a leg to stand on at that point. I'm taken back to that MMO feeling of just wandering until you hit an active node; except with ever-changing nodes, including some that you might not want anything to do with...

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