loot could be substituted by a mixture of crafting, building up and exploring existing social networks and using them (a bit like guilds but hopefully more sophisticated than the Oblivion-style) doing science and gaining arcane knowledge (not just "magic"but also other profound knowledge about the world/society/etc that only can be obtained by committing yourself to a special order and way of life).
Some parts of this suggestion sound
amazing, the ability to build a social networks and use it to
do experiments,
research different kinds of magic (which would of course be researched in different ways),
consult experts and gain arcane knowledge that way,
gain quests and
hear lore about the world. It would be too hardcore if it was the only way to obtain things but this should be a possibility to do. You could build an entourage / association / network of contacts (Please don't make it a company as that has cold and sterile feel that is opposed to the companionate social network / network of contacts that the quoted text above made me think of).
One thing I don't like in that suggestion is that while joining guilds is fun in that it places you into a new social milieu the feel is always of the underling. It feels like you're giving up part of your identity to some guild just because that's the guild that's in the game and you want to go through the game and explore its content. And then there's the
contradiction in joining every possible group. All Oblivion/Skyrim characters are eventually grandmasters of every guild. How much sense does that make, especially when some of the guilds are rivals to other guilds like the Dark Brotherhood? Does it make sense that the archmage of the mages guild is taken in as a raw recruit, a footpad, into the thieves guild? Does it make sense he'd officially join? The argument people give for allowing that is that you shouldn't close off other guilds' storylines from the player so that the player doesn't have to take a new character to play through each of the storylines.
But wouldn't it make much more sense to avoid all of these problems in the first place and make it clear to the player that he's doing his own thing and
building his own association. Maybe the fact that the Player Character is building a network of contacts could be based on the plot, maybe for example the PC belongs to a ruined association with a claim to prestige and is really rebuilding a legitimate past organization instead of pursuing his own ambitions, like it was in Nehrim/Dragon Age/many other games, that way it would be about something other than self-aggrandizement. Or the PC could build his network from scratch because the player character is betrayed in the beginning of the game and a companion of his dies and beseeches the player character with his dying words to never forget that you need friends and contacts. That would also be an uplifting message to those people who maybe play too much video-games and make them remember that people are important too, maybe you'll make a gaming addict put down games for one evening and go out to talk to live people. There could of course be some kind of organization to keep the main quest structured, but building your organization would organize most of the myriad side-quests.
You could make simply buying items either expensive or rigid (as in lower variety and inflexible supply) so that the network is a better source of items or you could just bait the character with quests that set him in the path of increasing his network of contacts. Games like Endreal by design contain different cultures and locales, so imagine what would happen if the game was about bringing the best of different influences together to create a winning combination in the face of the momentous task the game will no doubt include in its main plot? That could affect many areas,
item design (unlock exotic items created by the network),
information (consult people from your network of contacts who will have different information, views, opinions, advice into issues, quests and people. Maybe even have them be accessible for consultation from the same place [via crystal ball or something? Letter?] so that you'll hear a localized and immediate debate when you ask your network's advice),
quests, and you'd have to take into account their
motivations (some people from your network might be shrewd and selfish, others altruistic, others rash and physical, some semidetached and scholarly and others downright treacherous). Imagine you could grant different levels of access to different people, in effect that you could in effect
decide who you can trust with what and how much. That would be astounding, something
unprecedented in a PC RPG-game.
Essentially you would bring together people and who you bring together would affect your ability to create
physical items, your
knowledge both arcane and mundane,
information about the world around you and unlock
quests. Think of the possibilities! Different places of the world could have different kind of resources&people, and opening trade routes between them and introducing people from different places would make you unlock items, research and quests. When you travel somewhere, not only would you be thinking of the quest you'll do in place X but
you'd have an incentive to look closer, pay attention and try to interact with people more.
So why would the player be interested in networking as opposed to how things were in previous games? Because people like acquiring things, essentially up to now games have merely allowed the character to acquire items and skills, no game that I know of has ever allowed a character to acquire a social network. Yet although the term social network is new, social networks are part of the human condition and are as old as humanity. People want to acquire social networks as much as they want to acquire physical stuff.
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: Ask yourself, how many millions of people do you think spend more than an hour daily on facebook?
--> Make the game represent your in-game social network as one of the tabs next to your inventory. Essentially your social network could be a major force for the character to keep track of, almost as important as what items the character is wearing or what skills/spells he knows.
It doesn't matter what kind of advantage you give the player who collects a good network of contacts. But the point would be not only to to unlock new items, but it could be a major way of getting side-quests.
An infinite amount of possible side-quests logically follow from the idea of building a network of contacts and strengthening them. So how is that different from what other games already do? Well,
make it explicit,
make it interactive,
make the contacts interact with each other and make the player in charge of
keeping the network in good health (solving problems, conflicts between contacts, doing favours) in exchange for running it and capitalizing on it. Make things happen in the network and
make the network be in flux. Then
when the main plot progresses it should affect your network: Being branded a criminal would cut you off from parts of your network, having your reputation restored would bring your network back, parts of your social network could even be destroyed by the whims of the main plot. Then later on in the game you'd have to make tough decisions about how to prioritize profitable parts of your network vs. how much your prioritize your romantic interest(s?) vs. how much you prioritize your friends. That's a great place for the much-wanted
player decisions.
Of course the player will still be on center stage, but it makes perfect sense for the player to collect a network of contacts to support him in making great things happen. Make social networks directly affect the kind of items you use, the clothing you wear, the kind of spells you cast. Then on top of that you can still have parts of the items being bought from stores and found in dungeons so that the player never feels like he's restricted from using something essential because of the network of contacts he has. Social networks will bring meaning into what would otherwise be random side-quests and you'll feel like you're part of a bigger whole without the restrictive&assimilating atmosphere of guilds. And imagine the motivation you'll get to do side-quests if your character is the reason the quests exist in the first place
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: Why would a character break into a nest of necromancers and vanquish them? Because they have loot? Or because they're the unintended result of his own experiments and research into necromancy, and the quest opened up since he had commissioned people to help with his research into necromancy and one of their apprentices leaked part of the research intentionally, unintentionally or justifiably? I don't suppose I have to ask you which is the more meaningful and more fun-to-play scenario
It's a jungle out there in the world of Endreal, you don't want to be alone. Do it SureAI, here's a great organizing principle for many of the mechanics of the entire game. Want to create buzz and spark interest for your game? Then make social networks an explicit part of the game and do something
revolutionary and new.
Thank you for reading such a monster post. Even if only parts of this get implemented it would surely make for something unique and special.
I have confidence in you guys,
Peace,
Hannu
