- You play a random dude who goes around killing people.
- You don't find out why you're doing it until later, when you meet Char2.
- Char2 (character 2) joins you, but later betrays you to some larger group.
- Char3 finds you (or you find him/her) and assists you in killing even larger groups of people (how convenient).
- Your reason to kill changes to survival as the groups against you expand.
- You defeat Char2 about halfway through the game, but they've already triggered an alarm and you end up elsewhere.
That's the first half of the game for you. Tell me what you think, anyone.
9 comments:
Didn't you just describe like every JRPG ever made?
True. Got any ideas to at least spice it up?
I'll think of something. Let's see...most successful games (in the JRPG category, which it seems is what you want to make) have a little girl who's really powerful and some sort of talking animal...and a really awesome samurai...
So, go cliché as possible, basically? That would be too easy. What could I do to make people want to play it?
Usually, it's a "revolutionary new battle system!" that makes them unique. For example, have you played Shadow Hearts? Look at its Ring system. Or Final Fantasy X's turn based system. Or Final Fantasy X-2's...erm..."turn-based?" battle? Maybe FFXII's...whatever they call it...where you run around, but still enter commands or have the PS2 pick for you. Or Zelda's hack-and-slash style...anything you want.
You play SH, too?! Cool!
We'll need to come up with something completely original.
No idea...everything's been taken.
I agree. How about an idea so cliché it's unique?
Not sure how that would work. Explain.
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