Adding longevity to RPG like experience and role of dynamic storytelling

What are the ways that add longevity to RPG like experience.

There is a standard set of options already explored by many RPG games.

1) Multiple classes

2) Choices and consequences

3) Multiple paths to objectives

You all have seen this in other RPG games and those may add worth to replaying game more then once.

But there is one thing missing here.

Take for example 4X games. What is their main component that makes them fresh?

Exploration and randomness of situation. No any game is the same. While flow of each game may be similar (getting more powerful over time and dominating opponents) each is the unique experience.

So, since Star Control in its core is exploration adventure game, more then traditional RPG, I think adding these elements may help the game in achieving better replayability and longevity.

 

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For example, lets what if SC2 had random map, instead of fixed one?

Each playthrough and early exploration would be different. The quests would be done in different order too. The types of ships the player would have access would differ. Solving Probe storyline or finding Quasispace would not be just something learned in 1st play, but something to discover again each new time.

Of course some additional fine tuning would be required also, like making sure to not have Ur-Quan conflict spawn too close to start location, or that finding probes origin does not get impossible, etc...

Think of all possibilities...

 

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To sum up, RPG games, and especially RPG games with exploration in their core, should learn more from the 4X strategy games, in order to stay fresh.

7,653 views 9 replies
Reply #1 Top

Randomized maps have always felt like a way of artificially inflating games to me.  It makes sense in a 4x where the 'story' is different every game, but in an RPG it's just annoying.

Reply #2 Top

The main focus of SCO is to have multiple universes (DLC, X-pac, user created etc) which will supposedly prolong the game lifespan.

Reply #3 Top

Something that would interest me...

 

Conditional quests.

 

For example:

Be in Solar System X, between Date 1 & Date 2, with a certain ship in your compliment and you'll see the captain pop up with a quest stating there are slavers in this solar system which happen to be the ones to have abducted their siblings/parents/spouse/kids/etc.

Or

Be in Solar System Y, between Date 1 & Date 2, with X amount free in your cargo to see comet slam into a planet & offer up a limited time slot for easy access to abundant materials.

Reply #4 Top

Quoting Pyro411, reply 3

Something that would interest me...

 

Conditional quests.

 

For example:

Be in Solar System X, between Date 1 & Date 2, with a certain ship in your compliment and you'll see the captain pop up with a quest stating there are slavers in this solar system which happen to be the ones to have abducted their siblings/parents/spouse/kids/etc.

Or

Be in Solar System Y, between Date 1 & Date 2, with X amount free in your cargo to see comet slam into a planet & offer up a limited time slot for easy access to abundant materials.

 

Yeah, in the same way that Quasispace was only accessible on a particular day of the month if you didn't have a portal spawner. That would feel like a good fit.

Reply #5 Top

Quoting Volusianus, reply 4

Yeah, in the same way that Quasispace was only accessible on a particular day of the month if you didn't have a portal spawner. That would feel like a good fit.

Yes, this is what I'm always referring to - whether it be about "mysteries" or "hand-holding" or the "quest system" or "map markers" or whatever - the Quasi-space discovery is the best example I can think of. They never put a marker on the map. They didn't even specifically identify its location. There were no quests to go find it. There were just casual mentions of it within the dialog, and it was up to YOU to take up that mission - a mission of your own design - to go see what the heck that was all about. 

It was a beautiful feeling. And one that I hope is preserved in the new Star Control.

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Reply #6 Top

Quoting Alverez, reply 1

Randomized maps have always felt like a way of artificially inflating games to me.  It makes sense in a 4x where the 'story' is different every game, but in an RPG it's just annoying.

SC is not just RPG, but exploration game. How can exploration game be good, if you are only exploring only in first playthrough, with everything being well known for second play?

Reply #7 Top

Quoting Hunam_, reply 2

The main focus of SCO is to have multiple universes (DLC, X-pac, user created etc) which will supposedly prolong the game lifespan.

This is a double edge sword. For modding to be successful, base game really needs to shine, so that there is a will and pool of players that would be willing to make mods. Just relying on modability with not enough focus on base game could lead to game not being played or modded by anyone.

Reply #8 Top

Quoting Pyro411, reply 3

Something that would interest me...

 

Conditional quests.

 

For example:

Be in Solar System X, between Date 1 & Date 2, with a certain ship in your compliment and you'll see the captain pop up with a quest stating there are slavers in this solar system which happen to be the ones to have abducted their siblings/parents/spouse/kids/etc.

Or

Be in Solar System Y, between Date 1 & Date 2, with X amount free in your cargo to see comet slam into a planet & offer up a limited time slot for easy access to abundant materials.

And even better if those conditional quests where not fixed, but randomized and different for each playthrough, so that you need to explore and earn them again for each time, keeping game fresh for future playthroughs.

Reply #9 Top

Quoting player1_fanatic, reply 6


Quoting Alverez,

Randomized maps have always felt like a way of artificially inflating games to me.  It makes sense in a 4x where the 'story' is different every game, but in an RPG it's just annoying.



SC is not just RPG, but exploration game. How can exploration game be good, if you are only exploring only in first playthrough, with everything being well known for second play?

 

I don't want to be able to find everything in one play.  Takes us back to the Kohr-Ah death march 'discussion' we had about a year ago.  There should be a game over type of timer.  Randomized is boring imo.