Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

> Open-World or Plot-Driven?, Which do you prefer?
Do you prefer games that are open-world explorers (such as Just Cause, World of Warcraft, Runescape, etc.) or entirely plot-driven (Modern Warfare, Battlefield, etc.)
You cannot see the results of the poll until you have voted. Please login and cast your vote to see the results of this poll.
Total Votes: 27
Guests cannot vote 
TheDreamWriter
post Jul 8 2012, 11:31 AM
Post #1


Level 3
Group Icon

Group: Member
Posts: 30
Type: Developer
RM Skill: Intermediate




This is the basis of a new long-term game project that I am developing (Explorer, exclusive to RPGRev).

It is an open-world explorer with no pre-set plot. The game will evolve around the player's game style.

If you complete a quest, it may unlock one quest but lock another from access. But, at the same time, you could sit at home farming.

Do people think it would be better for a game to be open-world or plot-driven?

~TDW


__________________________
"Only those who dare to fail greatly can ever achieve greatly." Robert Kennedy

"Freedom is worth dying for, except for those who died for it." Thomas Wright

~TDW

Projects I whole-heartedly support




Explorer V1.0A
Development Team:
Lead Developer: TheDreamWriter
Lead Scripter: Night_Runner
Mapper: djutmose
Writers: djutmose & TheDreamWriter
Developer: Nub Cake
Go to the top of the page
 
+Quote Post
   
 
Start new topic
Replies
TheDreamWriter
post Jul 9 2012, 11:52 AM
Post #2


Level 3
Group Icon

Group: Member
Posts: 30
Type: Developer
RM Skill: Intermediate




So, samer95, you're saying an open-world game that still has a set storyline?

So, for example, the player can do certain things (such as gambling at a casino) as long as it does not use money needed later in the game or use up precious time in a time-based game?

I think that a basic back-plot is needed to keep open-world explorer's valid and feasible, but their vast openness allows the game to shift around the player, rather than the player have to adapt to the game. Surely?


__________________________
"Only those who dare to fail greatly can ever achieve greatly." Robert Kennedy

"Freedom is worth dying for, except for those who died for it." Thomas Wright

~TDW

Projects I whole-heartedly support




Explorer V1.0A
Development Team:
Lead Developer: TheDreamWriter
Lead Scripter: Night_Runner
Mapper: djutmose
Writers: djutmose & TheDreamWriter
Developer: Nub Cake
Go to the top of the page
 
+Quote Post
   
bulmabriefs144
post Jul 19 2012, 07:52 AM
Post #3


Something Other Than Level 16
Group Icon

Group: Revolutionary
Posts: 627
Type: Developer
RM Skill: Advanced




QUOTE (TheDreamWriter @ Jul 9 2012, 12:52 PM) *
So, samer95, you're saying an open-world game that still has a set storyline?

So, for example, the player can do certain things (such as gambling at a casino) as long as it does not use money needed later in the game or use up precious time in a time-based game?


I'm saying the same thing. I assume you haven't played the Elder Scrolls (Skyrim, Morrowind, Oblivion, Daggerfall) games, or you'd know what I'm talking about. They're mostly open-world. But they have a main quest, that you can choose to do. Or not, and go rob houses, gather mushrooms, or just be a general goof. And in the first case, there should be ways off earning money (such as getting employed).

Maple Story is another good example. You can do a great number of things, from chatting, to grind, to random jump quests, to just exploring (even areas you are way outclassed for). They have a few core quests though, that sorta tie together into a main story.

Not so much a balance between the two, so much as totally open-world, with a plot you can go back to if you really want (memos or journals help in this regard, getting you to figure out what to do next).

In order to make a successful open-world game, you need:
  • A big world with cheap transport.
  • A working sidequest system.
  • A working journal system, that keeps track of what's happened so far.
  • An original story, possibly one that offers item bonuses which can't be had just from wandering about.
  • Lots of cool things to do (pets, unique spell systems, maybe class changes)
  • Possibly the option to steal from or kill other characters, depending on the game (disallow this for plot characters, since it's literally game-breaking)
The actual code is simple or in some places nonexistent, except for the sidequests part (usually it involves at least three switches for acceptance, completion, and post-collection of rewards; I can't think of an easier way except maybe using a variable).




__________________________
Go to the top of the page
 
+Quote Post
   



Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 19th June 2013 - 10:11 PM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker