View Full Version : Community Opinion: Campaign-length RPGs
Montag_451
08-10-04, 05:48 AM
I'm curious about what the community thinks of longer RPGs and what they're looking for.
Basically, did you guys like the Orc FT campaign, and would you play something similar?
WarDragon
08-10-04, 05:56 AM
I enjoy them, when they're well done. Good terrain, characterization, spelling and grammar are all vital. Custom spells are nice, but not a must; it's better to not do them at all than be sloppy about it.
disjuku
08-10-04, 06:05 AM
Yeah, I like long RPGs, but its better to have a short well made one than a huge **** one...
Freedom is always a good thing in these sorts of games, like driving games... the ones which you could get off the track and roam around were kick ass, stuff like that. But one of the main things that pisses me off with them is a lack of direction for the player, the quests get messy, and then they start giving you quests like 'get the sword from askabalandaneianior' or something... and you are like 'where the hell is askablahe4erjawekl!?!?', that alone has turned me away from many games, I HATE mindlessly walking around trying to find out where I have to get to! quests should always be pinged on the mini map and given clear directions.
Another thing which is great (esp. if you return to places etc) is a TP system, its boring as **** when late game you ahve to run accross the entire map, doing nothing but slow boring easy fights to get something, only to take it allllll the way back...
TechnoHamster
08-10-04, 06:52 AM
One of my favourite campaigns of all time was only 2 missions long.
If quality and quantity were in a death match, quality would kick quantity's ass.
Montag_451
08-10-04, 03:42 PM
What did you guys think of the death system in the Orc FT campaign? Was it too easy to just respawn, or was it just right for the circumstances? Any improvements that you would have made?
deadhand13
11-10-04, 12:37 PM
To damn easy to respawn. I killed my self a few times on purpose to get to another section of the map.
WarDragon
11-10-04, 04:31 PM
Agreed. "The Founding of Durotar's" biggest flaw was that it was just too easy overall. Even ignoring the respawnage, Necklaces of Spell Immunity always throw balance out the window.
BraveLiver
12-10-04, 01:40 AM
If you want a good RPG, give more characters than your one hero, but not too many.
I remember back in the days of SC my campaigns would give you a merc who would follow you and attack others, then return to you when the enemies are dead.
Dragon_Crusader
12-10-04, 07:31 AM
If u mean an SP RPG I say it can be long and always have an interesting storyline, and give a good background hold-on story. And take it easy in begin, so players will not be overwhelmed by flashes and info.
Then if u mean MP RPG, it may not be so long, coz of people always need to eat when playing long games and leave. And maybe give them a fixed hero from start, so no 'lamer-choose-that-hero-quick-or-kick' chats come up!
I liked Act I of blizzards RPG, but the other ones stunk. I prefer normal campaigns to RPG's, since they tend to get repetative and dull after a while.
edit: the RPG's that is.
Montag_451
12-10-04, 07:54 AM
Any suggestions for a different death system that isn't so easy?
WarDragon
12-10-04, 08:26 AM
Just making them pay for revival should do it. Since gold is often plentiful in such maps, making it cost scarce wood, or even Experience (if you really want to be tough) might be a good idea.
Kingcrazygenius
12-10-04, 09:25 AM
The problem with that is that if you run out of money and don't save often you are royally screwed. Maybe a revive system where you come back, but lose a percentage of your gold, so if you die alot then you won't have alot of gold at all.
disjuku
12-10-04, 09:43 AM
why not just make it so that when you die you get put back a mission or something... or just make it make you fully restart your current mission?
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