In my last progression post I failed to talk about how to actually progress. Disclaimer: A lot of my ideas stem from one of my favorite games, Star War Galaxies. Eventually I would like to implement a skill system similar to The Elder Scrolls. For now though, lets focus on the fundamental. Players will progress by accumulating credits. Credits are like money. In order to buy new armor, weapon or utilities you must purchase them from a vendor. I like the idea of "buying" progression, I feel it adds a sense of immersion and realism. A character is made up of two parts; one part player and one part gear. The player should provide the skill and the gear should assists the player fulfilling his/her self-defined role. As you play, you may find think to yourself, "I need a way to finish someone off when I need to reload". The player can then look at all available utilities and decide which utilities will best assist them. Having credits be the primary form of progression, it also allows the player to progress how they want. No longer do players have to wait till level 25 to get a helmet or wait to level 80 to get a much needed ability. Instead, its more realistic. The player realizes what you need or want most, then save up for it. Just as we do in real life.
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