Development Cycle Archive
Thread: Should Force Sensitivity be a known path or a mysterious one? (II)
JustG wrote:
(Now with 75% more info!)
There are many stages in the path to becoming a Jedi...
The first among them is becoming Force Sensitive. Once you become Force Sensitive you can choose to continue on the path to becoming a Jedi or not. The path to becoming a Jedi will be a long and dangerous one.
Publish 10 is focussing largely on the path FROM Force Sensitive TO becoming a Jedi... this is going to be very quest and story-driven, and will take some effort and time on the part of the players. This path will be directed, and you will know how to get through, but it will also contain an element of mystery.
My question has to do with the step before all of this... with how you actually become Force Sensitive.
The question to continue discussing is this:
Should the method of becoming Force Sensitive (not the path from Force Sensitivity to Jedi) be a mysterious, unknown mechanic orone that is visible and known to everyone?
Thanks for the continued feedback!!
JustG wrote:
(Now with 75% more info!)
There are many stages in the path to becoming a Jedi...
The first among them is becoming Force Sensitive. Once you become Force Sensitive you can choose to continue on the path to becoming a Jedi or not. The path to becoming a Jedi will be a long and dangerous one.
Publish 10 is focussing largely on the path FROM Force Sensitive TO becoming a Jedi... this is going to be very quest and story-driven, and will take some effort and time on the part of the players. This path will be directed, and you will know how to get through, but it will also contain an element of mystery.
My question has to do with the step before all of this... with how you actually become Force Sensitive.
The question to continue discussing is this:
Should the method of becoming Force Sensitive (not the path from Force Sensitivity to Jedi) be a mysterious, unknown mechanic orone that is visible and known to everyone?
Thanks for the continued feedback!!
Message Edited by ArjunThakur on 07-10-2004 02:06 PM
The profession-based approach was a complete and utter failure to deliver on that claim. Even if it had stayed just 5 professions (which is in dispute), that still would have only given me a 50/50 shot at unlocking after mastering 18 professions. For a casual player like myself, mastering 18 profession on top of actually functioning and having friends in the game is about a 2-year endeavor. And that's assuming I'm in the better half of the 50/50 shot. That's just completely unreasonable for me to even attempt.
So now it's going to be quest based and I think "Finally, maybe there will be a system in place that's at least worth my time to try to work towards." If you take that system and make it a mystery as to how to unlock into it then I guess I'm just screwed again? I mean really, what am I supposed to do. Spend the small amount of playtime I get every week randomly roaming around talking to everyone I meet? Yeah, that's fun. And what if a significant portion of what it takes to unlock is something that I already did a year ago? Are you going to have kept track of that and give me credit for it? Doubtful.
Jedi is supposed to be a reward for dedicated, veteran players. Yet you continue to try to create artificial, external methods for unlocking that encourage non-veteran players with lots of time to rush to unlock while casual veteran players get to watch and wish. Why not hinge force sensitivity on the kinds of things that people would naturally do over time as they play the game anyway and make it have so many potential factors that NOBODY can do anything to TRY to unlock, but anybody who plays the game for a while will inevitably unlock after 6-12 months. You know, the way you said it was going to work to begin with before changing your mind and making a system that made no sense whatsoever and made the game miserable for almost everybody?
- The resulting system will by necessity, have both mysterious and known factors
- Assumption: Mystery in a video game involves randomness (random values where needed)
- Assumption: Values that are not randomized will be mapped and eventually exploited fully by players
Now, with these simple assumptions guiding the aquisition of fsp's,some other things that come to mind are this (and based on my original posting for retaining some mystery in the process of becoming/developing FS):
- Randomize the characters predisposition to light/dark at creation (convert existing char objects in-place)
- The "Master" NPC should be known
- The Guide or Helper NPC's a player char would utilize can be randomized. CharA might be predisposed to light, but be instructed to follow an initially dark-tinged NPC questing progression until working themselves out of said 'dark' fsp range. Vice-versa for CharB initially predisposed to dark.
- Each Guide or Helper NPC can also be used to randomize the characters fsp aquisition choices...
I really think that by randomizing certain elements of enabling FS, you can have a system that has both known elements and a good degree of mystery (randomness) for each charater that chooses to partake in it.
It's comforting to see that alot of others are of the same opinion I am concerning ways to gain fsp towards your desired path. Alot of the ideas promote community involvment (which is a GOOD thing for a MMOG IMHO), require time to be spent in the game working towards an end (which it can be argued also leads to community involvement), and will also help people become attached to their avatar and able to better identify with it througheach one'sunique journey.
Thanks for sparking a great little fire JustG ![]()
Twig