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How to make my textgame more interesting

Started by Zambaku Jan 22, 2010 at 4:10 PM 13 replies 2.4k views
Original Post
Zambaku
Zambaku
I'm working on a simple textbased game where you start out in a town, go around and buy things, fetch random quests from npc's and head down the randomly generated dungeon and bash badguys. It's pretty much a hack n slash where you kill things and fetch items. Think - Diablo minus the graphics =) The goal of the game is to get to the bottom floor and kill the boss. This is not an easy task since the game features permadeath >=) This is all the features in the game: Town: Blacksmith>Buy/Sell weapons/equipment Magic Shop> Buy spells, scrolls and potions General store> Food and trinkets of various kinds Quest Guild> Fetch quests Dungeon: You don't really control your character here, you have a menu where you select your actions: Explore>Walk around untill something happens, either a random encounter, a trap activates, finding a door or stairs. Items: The items in the game uses a prefix and suffix system so there are alot of stuff for you to find =) Monsters: Tons and tons of monsters. Variety is fun. Everything from Giant Flies to Pillow Golems to Girlscouts. I feel that there should be something more then just running in a dungeon, killing stuff and earning cash, the question is what? Any ideas on how to flesh out this game would be great.
TyrianFin
TyrianFin
Maybe continous dynamic quests?

Farmer gives quest of geting back his dog.
End conditions:
- Dog is life and next to farmer (no follow up quest)
- Dog is dead (farmer gives quest to kill murderer of dog)

Quest kill murderer
End conditions:
- Giver of quest is dead killed by dog murderer (follow up quest mayor of town sets bounty)
- Giver of quest is dead killed by player (follow up quest assasins guild wants player as member)
- Murderer is dead killed by player (follow up brother of dog killer starts hunting player)

etc....

Idea is that Dynamic Quest Spinner can make endless story with little rules.

Tyrian.
Tom Sloper
Tom Sloper
This sure sounds like a Game Design question to me (not a Writing question). Moving.
-- Tom Sloper    --      sloperama.com
Zambaku
Zambaku
Quote:
Original post by TyrianFin
Maybe continous dynamic quests?

Farmer gives quest of geting back his dog.
End conditions:
- Dog is life and next to farmer (no follow up quest)
- Dog is dead (farmer gives quest to kill murderer of dog)

Quest kill murderer
End conditions:
- Giver of quest is dead killed by dog murderer (follow up quest mayor of town sets bounty)
- Giver of quest is dead killed by player (follow up quest assasins guild wants player as member)
- Murderer is dead killed by player (follow up brother of dog killer starts hunting player)

etc....

Idea is that Dynamic Quest Spinner can make endless story with little rules.

Tyrian.


Now that is a good idea! =)
Tiblanc
Tiblanc
You may want to check out a few roguelike.

You could add magic items that may not be beneficial, but you don't know until you try them, item crafting(ex: Diablo 2 runes), pets or mercenaries.
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E M
E M
It sounds like a very good game. Here is my point of view to make the game more interesting.
The ultimate goal of the main character of your game shouldn't be just slaying the bad guy. In my opinion, you may come up with a whole new target. Like saving the girl you love, avenging your family, saving the world, or defending your country.
That way the player will sympathize with the main character, live your story and love your game.
WavyVirus
WavyVirus
Is there only one option when in a dungeon, "explore"? It seems to me that it would be worth introducing at least some kind of choice here, rather than effectively having the player press a button and be handed a random event.
Funkymunky
Funkymunky
I think your game's interest level would benefit greatly from the introduction of memorable characters. Rather than the vendor at the magic shop just being a person to make transactions with, have him be a crotchety old wizard who'll just barely let you purchase spells from him (but not before haranguing you about some particularity first).
Basse85
Basse85
What realy makes me want play games is the ability to make the character stronger.
Dont know if you already got that in your game but som sort of level up system with exp and new abilitys.

Sorry for bad english/gramar

/Basse
Orymus
Orymus
I would personally simply focus on the current design you have laid out (for combat for example as it takes a lot of the designspace and gameplaytime).
The thing is that, by adding more, you are thinning on your designs, whereas by focussing on what it already there, you are strengthening the overall cohesion.
Keep things as they are and focus on making what takes the most of the player's time as fun as possible. Afterall, it doesn't matter how good your quests are if your battle system (core to every RPG or so) is dull or not optimal.
Make sure you make the most out of your battle mechanics, that they have some cohesion with the other mechanics, attempt to do so with every major gameplay theme in your game, and everything else becomes irrelevant.

I played a game where I was a triangle, circle and square fighting off geometric figures the further I got from home and fought bosses in shapes of circles. There was nothing original about the game, but the balance was right, and there were no quests at all.
I played for countless hours in a row.
Morale?
Make the most of what you already have, and when you think you need to add to it, it mainly means you are not confident with what you already have. Everything you add simple dilutes the core, and what dilutes the core dilutes the fun.

Hope that helps :)
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Trinavarta
Trinavarta
Some ideas that just flooded my head :)

I am not sure if everything fits into your design, but I will just write them down - you know your game, and should know if this fits into your game or not.

Generally I think you should keep the game "simple". Just extend and polish the working features. It may be fun if you can find 500 different swords, but it may be confusing if you have 500 different types of weapons and -skills.

..the ideas:
- Gambler-Merchant (random item for gold) (I loved this in Diablo)
- Some special monsters with special drops.
- Unique-Items
- Basic crafting (has to be a very simple imo)
- "I killed *** zombies" counter :)
- Simple title-system: found 1000items -> "Collector" / killed 5000 skeletons -> "Dr.Bone"
- Implement a fishing skill (every game needs this ;) )
Krohm
Krohm
A friend of mine once tried to write a 'classic' MUD and I helped him for a while so I hope I can post something interesting on this.
Quote:
Original post by Zambaku
The goal of the game is to get to the bottom floor and kill the boss. This is not an easy task since the game features permadeath >=)

...

Dungeon:
You don't really control your character here, you have a menu where you select your actions:
Explore>Walk around untill something happens, either a random encounter, a trap activates, finding a door or stairs.
Are you sure those two things go well together? After all, most MUDs do have some way of warning the user of an approaching danger.
I still somewhat like having 'generic' actions like this. After all, users will soon discover and script the optimal path. If proper tools are given (refine path, mark point, go to point...) I believe this could be interesting. I still find permadeath could be somewhat dangerous in this context. Could you please elaborate how the player would approach (by example) a potential death hazard and avoid it?
Quote:
Original post by Zambaku
Items:
The items in the game uses a prefix and suffix system so there are alot of stuff for you to find =)

Monsters:
Tons and tons of monsters. Variety is fun. Everything from Giant Flies to Pillow Golems to Girlscouts.
I assume you're going to script many differences here. In some MUDs I've played monsters clearly had different behaviour - although the medium doesn't allow much variety to start with. Could you elaborate (by example) how the monsters would be different from each other besides strings/hp/dmg/etc? For a simple textgame it's probably a good idea to just have different strings and stats.

EDIT: as I have the feeling the game is not even ironed out, I have some doubts that throwing more concepts in the mix would make it easier to design (this comes mostly from my experience in trying to design a few boardgames).
Previously "Krohm"
Five_of_Eleven
Five_of_Eleven
I've been trying to design text-based games for a long time. I've thought a lot about making a fantasy game much as you described, and as I see it the major challenges are as follows:

1. Navigation
Without a map in front of you it's a little hard to navigate your way around. It would be easy for players to get lost in anything but the simplest of dungeons. (I'd love to see some examples of good text-based navigation)

You don't really have this problem if your only options are "explore" and "return to town". Is this too much limitation? Well not if you can make the encounters interesting.

2. Combat System
Your hack and slash combat must be as fun and engaging as possible. Lots of people like to level up, so grinding away will be some kind of reward in itself, but chasing the next level and some fancy items won't be enough to keep people going forever.

Trust me, if you make the combat easy to learn, but tough to master, it will make finding those Iron Boots of Slaying all the more rewarding.

3. Quests
The straightforward fetch quests you mentioned might be enough for some players.

But if you want to make some interesting quests then you should try something like TyrianFin mentioned.

The key to make quests engaging is not to throw lots of text at the player, but to have constantly shifting objectives and situations depending on the players actions.
TechnoGoth
TechnoGoth
What about adventure events? Each level or every so many levels could have a randomly assigned adventure. While exploring there is a chance you encounter an one of the events associated with that adventure each adventure consisting of a number of events and task.

For instance one adventure might be the 3 thief brothers. As you explore you can come across one of the three dead brothers. One carries a map, the other a strange message, and the last a book called “The Dance Dance secret of perfect rhythm.” Once you find the map you get a new option in dungeon menu to follow the map. Doing so brings you to a suspiciously ordinary wall, where you can try a number of different but only saying the strange phrase will cause the wall to open revealing a passage. At the end of the passage after facing a couple of traps is the room of impossibly high number of spinning blades, flying spears, spike traps, and pit falls. Only some who could move perfectly to the beat would make through there alive. At which point you have two options “Umm.. I’ll just back away slowly.” And the other if you found the book “Dance like your life depended on it, which it does” at the end of the adventure you get rewarded with some treasure and notice a maintenance door that takes you back out past all the traps.

Other adventures might be a statue if 5 pieces finding all 5 lets you rebuild the statue at which point in thanks it lifts up a corner of the dungeon revealing a short cut past the next level.

You could also add an auto mapper feature. Each time you explore a level your level map increases by some percent. When it reaches 100% you have fully explored that level and can’t explore anymore forcing the player to move to the next level. Completed maps could also be traded in town for special items.

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