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Post by bojjenclon on Mar 27, 2009 15:29:05 GMT -5
I think we should incorporate item retrieval quests. I know previous Pokémon games haven't really done this, aside from Diamond\Pearl and the News team looking for Pokémon.
Here's an example of what I mean: "I lost my iPod on Route 19, please help me find it! My mom will throw a fit if she finds out I lost it!" The player than explores Route 19 and finds the item. Afterward the player returns the item to the quest giver and is rewarded with items\cash.
Quests such as these can really open some doors for side quests as well as main quests.
To make sure the player doesn't do anything stupid with the item, we could make the items Key Items.
Please post what you think.
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Post by morningstar on Mar 27, 2009 23:09:56 GMT -5
I think we should incorporate item retrieval quests. I know previous Pokémon games haven't really done this, aside from Diamond\Pearl and the News team looking for Pokémon. Here's an example of what I mean: "I lost my iPod on Route 19, please help me find it! My mom will throw a fit if she finds out I lost it!" The player than explores Route 19 and finds the item. Afterward the player returns the item to the quest giver and is rewarded with items\cash. Quests such as these can really open some doors for side quests as well as main quests. To make sure the player doesn't do anything stupid with the item, we could make the items Key Items. Please post what you think. That sounds like an awesome idea, like little sidequest kind of things. It seems like the official games didn't have a lot of that sort of thing in them, and they are fun. Very hard ones could give you hard to get TMs or rare candies as rewards, things that can't be bought in shops.
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Post by Hall of Famer on Mar 28, 2009 1:38:22 GMT -5
Very solid idea, I love it. Keep brainstorming!
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Moose
Concept Designer
Posts: 222
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Post by Moose on Mar 28, 2009 8:13:36 GMT -5
I'm open to the idea. Keep throwing around suggestions.
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Post by bojjenclon on Mar 28, 2009 8:23:22 GMT -5
That sounds like an awesome idea, like little sidequest kind of things. It seems like the official games didn't have a lot of that sort of thing in them, and they are fun. Very hard ones could give you hard to get TMs or rare candies as rewards, things that can't be bought in shops. Thank you star. Glad you like it! Yeah, the actual games never really delved into this idea, but there's so much you can do with it. I like the idea for candies and TMs. I seem to remember in the onf the games HMs like waterfall were'nt required, but gaining them opened new areas and allowed for faster travel. Maybe massive chain quests could give HMs. Here's an example: Player gets quest to find lost Blackberry. Finds Blackberry but the sim card is missing. Asks around the nearest town to see if anyone's seen the sim card. Gets a hint to go to the eastern most town. Heads to that town and ifnds out its in Mt. Whatever. Heads to the heart of the mountain and fights crazy mad scientist for sim card. Returns to quest giver and receives HM. I know that's pretty sloppy, but hey its early and I'm still tired. Anyway, as you can see there are plenty of options for this. Very solid idea, I love it. Keep brainstorming! Thank you man, glad you like it. Look ^^ and you'll see some other ideas. I'm open to the idea. Keep throwing around suggestions. Wow, thanks man. I posted some more thoughts above, take a look.
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Post by Jonny Chleevas on Mar 28, 2009 8:27:53 GMT -5
I really don't like the idea of using real items, however, the concept is good and i like the multi- items thing.
My input is this, but it'd be hard (if impossibly stupid) to input a Karma system(done with a script that uses variables.) As variables can be negatives, say the person lost a potions, perhaps a special one the person made, and you used it, you would get negative Karma, or if you returned it, positive. This could also effect certain events, if you have negative Karma, Team Rocked may hassle you more over joining them, and of you are good, player would be more inclined to give you things.
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Moose
Concept Designer
Posts: 222
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Post by Moose on Mar 28, 2009 8:28:49 GMT -5
Well it would certainly keep people busy, but we can easily overdo it so we have to be careful. Oceanblack and I have ideas for about 20 or so different HM's, and they wouldn't be a problem scripting after we get the script for each move finalized. Under this plan, moves like Sweet Scent and Headbutt would be HM moves.
I don't like the karma idea because even though it would be easy to script, it would make things really complicated. Things like that are better limited to small games like Harvest Moon.
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Post by bojjenclon on Mar 28, 2009 8:35:16 GMT -5
I really don't like the idea of using real items, however, the concept is good and i like the multi- items thing. My input is this, but it'd be hard (if impossibly stupid) to input a Karma system(done with a script that uses variables.) As variables can be negatives, say the person lost a potions, perhaps a special one the person made, and you used it, you would get negative Karma, or if you returned it, positive. This could also effect certain events, if you have negative Karma, Team Rocked may hassle you more over joining them, and of you are good, player would be more inclined to give you things. Well the real life items were easier to make examples with. I don't really expect to find an iPod in-game. It was just easier than using potion. As for the karma system... I think maybe if the game is complete and we add this in later, that could work. But as of now, that would be such an extensive change, that it could be a real pain to implement. Every major conversation would have to be remade to compensate for the karma system. It would be a time consuming process, and it would also make it hard to progress in the story. If your person is just mean and evil, why would the Prof. give him a free boat ticket? It is a nice idea, but it would be really rough around the edges. Well it would certainly keep people busy, but we can easily overdo it so we have to be careful. Oceanblack and I have ideas for about 20 or so different HM's, and they wouldn't be a problem scripting after we get the script for each move finalized. Under this plan, moves like Sweet Scent and Headbutt would be HM moves. I don't like the karma idea because even though it would be easy to script, it would make things really complicated. Things like that are better limited to small games like Harvest Moon. I know what you mean man. This could get out of control fast, which is why we would try and keep it under control. For instance, not every town is gonna be filled with people loosing their junk. I was thinking, maybe a new item could be put in called The Quest Finder, or something like that. It could tell the player where to go for a job. Similar to the Vs Seeker in, oh was it Diamond or Emerald..., the one that gives you a list of everyone you've ever fought and tells you if they want to fight again. Yeah, I think something like that could work well, but with the names of cities instead of each person in the game.
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Moose
Concept Designer
Posts: 222
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Post by Moose on Mar 28, 2009 11:56:07 GMT -5
The VS Seeker was in Fire Red and Leaf Green, not Diamond or Emerald. D/P/P have a Pokétch application that's similar. And the thing you're talking is about is in R/S/E. It's the "Trainer's Eyes" in the PokéNav that lists all the trainers and whether you can challenge them again. FR/LG's VS Seeker only works in the area where you are right now, and it can work an unlimited number of times. FR/LG has a Fame Checker similar to RSE's Trainer's Eyes, but it doesn't tell you if you can challenge someone again.
Fame Cheker with cities? What do you mean?
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Post by bojjenclon on Mar 28, 2009 12:17:32 GMT -5
Ok. Well what I mean is this: You use this item and the menu pops up. It lists all of the cities you've been to. By some of them will appear an icon. This icon symbolizes an item retrieval quest. The player goes to the city and searches for whoever is giving the quest. When the quest is taken the icon goes away. Something like that.
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Moose
Concept Designer
Posts: 222
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Post by Moose on Mar 28, 2009 13:33:47 GMT -5
No, that would also be too complicated. It would be a pain to program, and to use in the game.
How about a quest book instead? Games that have them use them pretty well.
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Post by Destrozone on Mar 28, 2009 13:59:27 GMT -5
No, that would also be too complicated. It would be a pain to program, and to use in the game. How about a quest book instead? Games that have them use them pretty well. Sounds good. Butbutbutbuuutt I kind of think that we should combine both yours and Bojs, like a Journey Book with a map that shows a single flashing icon for your next quest. That way we can actually sort of force the player to do one at a time, instead of hording any rewards.
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Post by bojjenclon on Mar 28, 2009 14:03:31 GMT -5
I've given the suggestion, not much more I can do here. It's not up to me anymore.
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Moose
Concept Designer
Posts: 222
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Post by Moose on Mar 28, 2009 17:21:31 GMT -5
Destro, the map thing might be complicated. I mean, we don't even have region maps finalized. We would need large maps of specific locations.
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Post by Destrozone on Mar 28, 2009 18:46:27 GMT -5
Yes, that is quite a problem isnt it.........hmmm........
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