Deleted
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Post by Deleted on Jun 14, 2005 0:16:37 GMT -5
This is for memory reasons. I am extremely sure I will only be able to do one or the other of these features, so which would you prefer I do more?
'More alternate dungeons throughout game' means that there will be more alternate dungeons throughout the game where the player picks one of two or three dungeons to go through, the story deviates a little, and at some point pretty soon after the dungeon the story joins back together no matter which dungeon you did.
'Optional dungeon beyond the final dungeon' means that there will an optional dungeon at the end that is longer than the final dungeon and gives good rewards (ex: Deep Dungeon, Hell's Gate, Cave of Trials).
Keep in mind the alternate characters, private actions/relationship values, classes/masters, and (a lot of) multiple endings that will be accompanying this choice.
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Post by Rodak on Jun 14, 2005 10:25:41 GMT -5
I like optional stuff throughout a game. I also like "epilogues" with optional stuff (though being after "The End" it is optional by definition).
So, since you want a decision, I'll have to say it would be best to simply make your optional dungeons in the game, but near the end. Then you can simply return to the "final battleground" after the credits and give the player the option to go back and complete any unfinished side-missions, or optional dungeons.
I guess that forces my vote into the "Throughout the game" category, but you know what I mean by it, so it's OK.
Peace.
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Lord Bob
RPG Maker-in-Training
bLArG!
Posts: 18
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Post by Lord Bob on Jun 14, 2005 18:28:59 GMT -5
I went with "Optional dungeon beyond the final dungeon." I'm a huge fan of post-ending, uber "holy crap, these enemies make the final boss look like a Slime!" type areas. Final Fantasy Tactic's Deep Dungeon is a great example of this, but others exist (like Dragon Warrior 7's hidden dungeons). I'm thinking of implementing some things like this myself.
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Post by Dungeon Warden on Jun 15, 2005 17:22:55 GMT -5
I prefer to see a lot of bonus stuff throughout the game rather then one big dungeon at the end. I see little point in entering a dungeon after the game is over. If combat was a lot of fun, there is a lot of cool stuff to find, and the dungeon leads to a bonus ending that helps clean up a few lose ends; then maybe a final dungeon would be worth going into. But if there is little to gain by exploring a final dungeon beyond a lot of tough battles, I'll pass (I never finished FFT's Deep Dungeon).
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Deleted
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Post by Deleted on Jun 19, 2005 20:10:41 GMT -5
Well, not many people voted, but fortunately I was slanted toward doing what most people voted for (for memory reasons though). Thank you for the responses everyone!
Update:
1 Optional dungeon beyond the final dungeon cut 1 Party member cut 5 Extremes cut 5 Private Actions cut 2 Story scenes cut 5 Classes cut 15 Class Abilities cut
Total in game:
15 Party Members 35 Classes 75 Extremes 5 Cities 7-10 Full Dungeons 1-5 Half Dungeons 85 Private Actions (approx.)
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