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Post by Just14 on Nov 2, 2017 20:21:08 GMT -5
Welcome one and all!
I realized that the reason all my previous crossovers have failed was because I had been focusing too much on making it a crossover and not as much on making it a good standalone thing. This time around, I want to make this game right. My plan is to create a Gates style game with the danger of death, deep story, and well developed world everywhere you go. At the same time, I am not Punk and I cannot make a Gates game. This will be done in my own fashion. But I still expect to be a harsher judge and I won't hesitate to tell you your character is dead if that's what it comes to.
So, I'm sure you're wondering what it is I want from you. Well, that's easy. Suggestions! I want you to share with me your ideas. What characters, locations, stories, decisions, and all that do you want to see? Something you know? Something that's new? Just let me know! Anything you have helps me out.
Next, I'd like to highlight a specific point I think is important. I expect to pull from a lot of sources and to change whatever I take into something new and something my own. I think it's fun to do that. Tell me what you want to see from my archived games. Tell me what you want to see from other people's games that I could change into something else. Tell me what you want to see from your favorite books, movies, games, and so on. I'd love to incorporate things you like in my own way that way it's interesting for everyone involved.
One last important question I want everyone to think about. How do you want this all to be connected? Are you dimension travelers? Is this all one big world full of adventure? Are you time travelers? Will the players be controlling one group together? Will everyone work together or against each other? Do you want a common goal? Do you want to come up with your own goals? I dunno! Tell me! Let me know! Feel free to go on and on about whatever you want to see. I need to get ideas from something. That something is you. The more you tell me what you want, the better this game will be.
Feel free to have discussions and everything here. I might even have a few polls put up every once in a while to make decisions on important stuff you can vote on.
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Post by Malefio on Nov 2, 2017 21:02:11 GMT -5
Can I get a link to what Gates looks like? I want to see if it would be phone friendly since I'm only on Vitcon at home on tuesdays now.
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Post by Just14 on Nov 2, 2017 21:06:57 GMT -5
I don't have a link, but it was one of those things I used to do when I only had my phone to post with. Sooooooo it's pretty accessible via phone. The only thing is that I'll be expecting you to watch after your own inventory. The setup is very similar to my old stuff. Think Lost Kingdom without all the skills and such. I'll just be working to make things a little more in depth and I want players to expect death.
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Post by CMPunkCMPunk on Nov 2, 2017 21:36:45 GMT -5
I should say, having a giant massively multiplayer crossover with a variety of settings and tons of characters and playstyles and story themes in which everyone has their own action going on separately... is really fucking difficult and tedious and not as fun as it seems. The reason Cemetery Gates never ended up finishing was because it was impossible for me to devote the amount of time everyone deserved, so the writing ended up suffering. I think Gates of Bowser's Castle and Gates of Hell were probably the better games, personally, and it was because they were far more focused. I have also considered writing a sort of side story set in the Gates universe, with player input, teams, everything, but back to the 'everyone controls the PCs together' format. I think I could really do the setting justice as long as I was able to rein myself in, since my writing has gotten a lot better since then.
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Post by Just14 on Nov 2, 2017 21:43:22 GMT -5
Right now, we should probably focus less on what's possible and just more on what you want. I can get to narrowing it down once I've got stuff.
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Post by CMPunkCMPunk on Nov 2, 2017 21:48:20 GMT -5
I think a good idea would be to focus on a team of individuals. Not a huge one, just a modest, small, manageable roster. Something along the lines of DC's Legends of Tomorrow or the Suicide Squad would be ideal - high stakes, cool heroes/villains, interesting and varied settings for adventure in which anyone could die. We want something that highlights what makes characters special instead of filing off the edges, right?
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Post by Just14 on Nov 2, 2017 21:51:33 GMT -5
I could definitely pull something like that off if that's what everyone wants. I'd need some input on how everyone wants these characters controlled though. Plus, we could use some work deciding a bit more on setting. Why this group is working together, what they do, etc.
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Post by Deleted on Nov 3, 2017 0:00:37 GMT -5
Hmm give me a couple of moments to think about it
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Post by Deleted on Nov 3, 2017 0:39:27 GMT -5
Hmmm okay so here are my thoughts hopefully this is helpful to you Just and/or Punk.
I like the idea of us being a group of adventures. I don't know time travlers ehhh not really my thing but well dimensional traveling or hub world feels more natural.
Now as far as content I always been a fan of both whether its original, familiar/ well known, or familiar content with a twist. If it helps in thinking or sorting. Well one area/world/ part can be everything based off of one game (Mario, Sonic, etc.) another area can be focused on another area in a way to keep it organised.
Now as far as common goals or idvidual goals. I like the area of one underlining goal driving everyone towards something. Yet theres enough freedom in which we choose how to get there.
Example ultimate evil has to be defeated, ultimate war, or ultimate battle has to be defeated. Now how we get there is up to the player. It shouldn't be that if X isn't done then the entire endgame is pointless it puts a time limit on it and time limits are never a good thing. It puts pressure on trying to rush something which should come naturally or as a part of the adventure.
So I guess yeah a central overriding theme but it can be something thats not mentioned til later on or some very important NPCs can be like there is X and Y something seems off lets keep an eye on it for now but well something doesn't feel right.
I have always felt like if its too wide open and theres no real goal then I am just wandering around headless with no direction and its hard to really pay attention or become invested in the story. Yet too story driven then it becomes too on the rails or too confined. I guess it can appear to be open at the beginning but well by visiting someplace or interacting with something it triggers a story even and how small or large is up to the GM.
Now as far as player input. This is just my view and my opinion but here is where I think Vitquest failed. We were doing fine and moving along at a reasonable rate but then for whatever reason our momentum came to a screeching halt like we had this big encounter and then nothing.
I want to say both ways of character interaction has its pros or cons.
With individual characters we control as players it allows us to shape our own world our own way and it gives us a lot of freedom. Yet it also is heavly depends on the players being a part of the story and a constant demand they can post and be present. The promblem with Vitquest is that we were doing great but then people just stopped posting and interest quickly faded.
With people controlling a group of players you don't have to worry about one person holding up the entire story. You are much more free to move the group along at a more steady pace because you really only need one input. Yet then you run into the promblem where others want to join but if they want they are completely lost unless they were present from the beginning or want to catch up.
I don't know if its possible to find a way to find a way to combine the two.
I think that's all
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Post by Deleted on Nov 3, 2017 0:42:31 GMT -5
One thing to consider also is to have everyone start off at the same level, power level, etc. This way everyone starts off on an even level.
That seems to be another big conflict where some others felt to OP and can do whatever while others are stuck playing catch up. So defiantly a way that everyone starts off the same.
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Post by CMPunkCMPunk on Nov 3, 2017 0:46:42 GMT -5
Personally, I vote for consensus. Much, much easier to manage. As for openness, I think there should be plenty of options, but they should be limited. There should be a story to be told, with the specifics of it being determined by choice. Without story, a game is lost, even if it is more based on the challenge of survival and making wise choices.
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Post by CMPunkCMPunk on Nov 3, 2017 1:02:11 GMT -5
As for setting, here's what I'm thinking. You ever see Sliders? Basically, it was this team of adventuring people that 'slid' from dimension to dimension, each time landing on a different Earth. They had to both survive and make it to the next portal, otherwise they would lose the ability to slide entirely. However, they had no control over what world they would end up in, nor what threats they might encounter. Instead, they had to learn how to handle the local culture or challenges, and thrive. Something like that could be really fun, especially if the individuals crossing over were fugitives for whatever reason in their home dimension, or had other reasons to work together. The biggest goal of all would be survival, and maybe finding worlds they can individually live well in. People could come in and out, with the team having a fairly small roster but having people stay in worlds or die, and be replaced by new individuals appropriately. Obviously, Just would do it in his own way, using creativity to make it his own.
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Post by Bloodmancer on Nov 3, 2017 3:19:30 GMT -5
As for setting, here's what I'm thinking. You ever see Sliders? Basically, it was this team of adventuring people that 'slid' from dimension to dimension, each time landing on a different Earth. They had to both survive and make it to the next portal, otherwise they would lose the ability to slide entirely. However, they had no control over what world they would end up in, nor what threats they might encounter. Instead, they had to learn how to handle the local culture or challenges, and thrive. Something like that could be really fun, especially if the individuals crossing over were fugitives for whatever reason in their home dimension, or had other reasons to work together. The biggest goal of all would be survival, and maybe finding worlds they can individually live well in. People could come in and out, with the team having a fairly small roster but having people stay in worlds or die, and be replaced by new individuals appropriately. Obviously, Just would do it in his own way, using creativity to make it his own. I absolutely love Sliders. That could actually work really well. Would allow us to focus on it as a game rather than s crossover rather well to, because it would be one setting at a time rather than multiple.
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Post by Deleted on Nov 3, 2017 3:55:21 GMT -5
I guess maybe but I always felt better with the hub world and having different branching paths from there instead of being ripped from one area to another.
Something about taking the time to immerse yourself in that area and not feeling like theres a time limit or your really finding your grove with that area and then boom thrown into something completely new.
I guess maybe Cementary gates was something like that but it was your choice if you wanted to leave instead of bejng forced to leave or some limit where your rushed to get something done.
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Post by pielover19 on Nov 3, 2017 6:55:18 GMT -5
We gotta have Phlerb.
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