Fate of Io
Game controls - integration with story
2003/01/11 09:05:10 PST by Davy boy2000b [0/13]
[Davy boy2000b's avatar]

In just about all good RPGs, the game provides some help on controls that are integrated into the actual game itself.

An example that springs to mind is Final Fantasy 8, where the SeeD prerequisite was going to the fire Cavern, where you learn alot of the gameplay controls.

I assume we'll defo be needing control help in the game, as a PC RPG would definately need it due to the complexity.

I understand that this is a bit late into the sory development, but I felt as if it needed to be brought forward now rather then later. After all, we've only just got a script writter on board! =D

Sorry for the inconvenience...

I just realised! This cannot be done quite yet for obvious reasons. So - do we just allow the script to be developed until we know how the controls are. When this happens, we just try and shove it in the script via NPCs? =P

*finished confusing the hell out of FoI*

2003/03/11 20:56:50 PST by Clockwork Dragon [0/3]

IMHO, the instruction for gameplay should be an entirely separate deal, choosable on the main screen. "New Game, Load, and Tutorial" or something like that for the main screen. Except the tutorial shouldn't bee crappily done like in Final Fantasy Tactics- they were both impossible to understand as well as boring. At least this way, instruction won't hinder the story experience and will give the player a head-start on basic strategies. Finding little in-game instruction manuals along the way through the game would be cool, too.

2003/03/11 23:02:19 PST by mystik3eb [0/43]
[mystik3eb's avatar]

So, basically like FF8? I wouldn't mind that. However, what's wrong with including a Fate of Io ReadMe? =)

2003/03/12 01:07:39 PST by Temporal [manager]
[Temporal's avatar]

In-game instruction is definately the way to go. Many players (myself included) hate to have to study some boring document about the game before actually playing it. However, I don't think it's really important that we decide on the details of this just yet. We can add in a tutorial at the beginning of the game, along with helpful hints at various points throughout, later on, once we know exactly what it is we will be teaching.

2003/03/12 20:50:13 PST by mystik3eb [0/43]
[mystik3eb's avatar]

Maybe on the main screen (like Load, New, Quit, etc.) we could have a Demo, where they learn the basic instructions and do some examples (with Syne and maybe Dell only).

2003/03/12 21:59:49 PST by Aetrus [0/15]

Well we could always do something like what the FPS types do. Have Syne and Cade go through some kind of company retraining that would teach them how to fight off terrorist attacks and think quickly in a situation. (IE learn the battle system and how to solve puzzles)

that would sort of work into the story too. If Enna & Co are on the rampage then the compnay would want to protect its investments or train its workers in dealing with terrorist attacks.

2003/03/12 22:23:58 PST by Temporal [manager]
[Temporal's avatar]

Yes, a Pylos worker training session would work well for a tutorial. We'll also need quick sessions to introduce players to each new character's unique abilities, but again, I doubt it will be hard to work any such thing into the puzzles of the next area in any case.

2003/03/13 09:04:43 PST by Aetrus [0/15]

mmm. Yeah. I was thinking of a general training area in the Pylos mine where Syne works that would cover basic actions leaving it up the player to get complex later when needed. Maybe little things that the other characters say here and there would help.

EX:

Syne and Dell are standing on the edge of a chasm with a switch to open a door across it.

Syne: "Now how in the hell am I supposed to hit that?"
Dell:<coughs>
Syne looks down at Dell...and back across the chasm.(and looks at Dell again...then the chasm then at Dell and finally says "Uh...I think I figured something out, Dell! This sucks more than anything has ever sucked before!" Ok couldn't resist. Kudos to anyone who can tell me where that was adapted from) Ignore the parentheses when considering my idea lol.

Maybe we could introduce stuff like Dell's ability to fly being useful in puzzles by short cut scenes like the one I just wrote.

2003/03/13 15:19:00 PST by Temporal [manager]
[Temporal's avatar]

Well, we have to instruct the player in how, exactly, to use the ability... But, again, this is probably something we should not think about until we have figured out exactly what abilities everyone has, how the gameplay will work, and the details of the story at the points we want to insert this stuff.

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