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- Fri Aug 21, 2015 12:34 pm
- Forum: Master Planning
- Topic: Player Freedom
- Replies: 8
- Views: 4676
- Fri Aug 21, 2015 10:14 am
- Forum: Master Planning
- Topic: Player Freedom
- Replies: 8
- Views: 4676
That is a fundamental question you raise worsas. I recall reading an article on the web (if only I was able to find it), in which various subgenres of RPG videogames are identified. I recall there are at least three of them: sandbox RPGs (elder scroll series), story-driven RPGs (witcher series), dun...
- Wed Aug 12, 2015 2:52 pm
- Forum: Project Organization
- Topic: TR Pipeline Discussion
- Replies: 68
- Views: 35152
I know. My main point is that quests also should be planned from top to bottom: Starting with main quest, following major faction quests to give more background on major institutions and characters and with misc quests serving as an icing on the cake, to help to characterize various regions better. ...
- Tue Aug 11, 2015 2:58 pm
- Forum: Project Organization
- Topic: TR Pipeline Discussion
- Replies: 68
- Views: 35152
This is just my 2 cents, but when I joined the project long ago I somehow expected that the ultimate goal of TR would to expand the experience of playing morrowind by extending it's main quest. After player defeats Dagoth Ur (and possibly Almalexia) what will be the further future for morrowind? Wil...
- Wed Nov 19, 2014 8:50 am
- Forum: Indoril - Thirr
- Topic: New Roa Dyr Design
- Replies: 62
- Views: 29419
This is just my 2 cents, but regarding the docks area I think the estate would benefit visually from not being so open in the direction to the docks. By creating another walled area in there you would underline even more the secluded nature of the central garden and the canalesque nature of the adja...
- Sun Sep 07, 2014 7:27 pm
- Forum: Indoril - Thirr
- Topic: Vhul (Tier III City)
- Replies: 28
- Views: 12453
@Yeti: I do particularly mean this... @Gnomey: I did check the village in CS, I don't think that makes such a difference. Don't take me wrong, I like some parts of Vul I mentioned very much. It is mainly in contrast to them that these gaps stand out even more and undermine Gnomey's attempt to create...
- Fri Sep 05, 2014 10:30 am
- Forum: Indoril - Thirr
- Topic: Vhul (Tier III City)
- Replies: 28
- Views: 12453
I like the overall design, but one look at the image demonstrates the inherent weakness of the Velothi set, when used for compact urban environment: that is that the sloped walls of the velothi buildings make it very difficult for one building to adjoin the next, without there always being some smal...
- Fri Aug 22, 2014 4:13 pm
- Forum: Old Ebonheart
- Topic: Fighter's Guild
- Replies: 32
- Views: 15252
Here are some random ideas on a possible quest. Perhaps have a quest to recruit two of six possible candidates for the guild at some stage of the quest, that can later aid player in some final confrontatio.: A) Dunmer archer: Somehow enigmatic elf, who is renowned as a hunter of wild beasts and mons...
- Wed Aug 13, 2014 6:00 pm
- Forum: Conceptualization
- Topic: More Artifacts Project
- Replies: 18
- Views: 2227
- Wed Aug 13, 2014 4:12 pm
- Forum: Conceptualization
- Topic: Balancing new enchantments
- Replies: 34
- Views: 5664
- Wed Aug 13, 2014 7:18 am
- Forum: Almalexia
- Topic: An Almalexia Proposal
- Replies: 110
- Views: 75631
- Thu Aug 07, 2014 4:22 pm
- Forum: Literature
- Topic: Artifact Descriptions
- Replies: 14
- Views: 5349
- Thu Jul 03, 2014 2:50 am
- Forum: Developer Showcase
- Topic: Ironed Maidens' Showcase ~Sermon -1~
- Replies: 64
- Views: 10064
Learning the technicalities of dialogue and scripting is not that hard, actually. I recommend you to google and download Morrowind Scripting for Dummies tutorial and you should be just fine. If you can handle just the basics you can already create a great deal of quests. As I said, you can give it a...
- Wed Jul 02, 2014 3:05 pm
- Forum: Developer Showcase
- Topic: Ironed Maidens' Showcase ~Sermon -1~
- Replies: 64
- Views: 10064
I am afraid, Ironed Maidens, that there is a running misunderstanding about the purpose of a showcase thread. You are expected to design and implement some quest in a form of playable *.esp file. The quest does not have to be overly long or complex, but it should showcase your best abilities as a wr...
- Sat Jun 28, 2014 12:27 pm
- Forum: Developer Showcase
- Topic: Ironed Maidens' Showcase ~Sermon -1~
- Replies: 64
- Views: 10064
- Fri Jun 27, 2014 2:32 pm
- Forum: Exteriors: Claimed
- Topic: 5-29-Red
- Replies: 65
- Views: 39174
- Fri Jun 27, 2014 2:25 pm
- Forum: Developer Showcase
- Topic: Ironed Maidens' Showcase ~Sermon -1~
- Replies: 64
- Views: 10064
As I said - there is a no single optimal way to develop a quest. If this way of writing helps you to develop the quest design, go for it. But let me remind you that you are about to join a community project and it is better to develop ideas in stages and have the input of other modders and approval ...
- Thu Jun 26, 2014 10:31 pm
- Forum: Exteriors: Claimed
- Topic: 5-29-Red
- Replies: 65
- Views: 39174
- Thu Jun 26, 2014 5:09 pm
- Forum: Developer Showcase
- Topic: Ironed Maidens' Showcase ~Sermon -1~
- Replies: 64
- Views: 10064
Hello Ironed Maidens, there is not a one single way to design a quest, so please take my advice with reservations, but I am afraid it can be said for certain that the approach you chose in this thread is not a very good way to go. Usually you do not want to get into the details of dialogue until the...
- Fri Jun 06, 2014 8:19 am
- Forum: Quests: Finished
- Topic: q2-16-Mis
- Replies: 62
- Views: 25680
- Fri Jun 06, 2014 7:38 am
- Forum: Master Planning
- Topic: The Indoril problem
- Replies: 32
- Views: 27935
I could not agree more with your decision on Akamora, Sload. I have detailed Akamora and Mephalain mountains quite a lot and I can assure you all the moddy, weird and nonstandard stuff there is left is about ten procent of the original state. This area was originally done by kebra, who had a truly g...
- Mon Jun 02, 2014 3:40 pm
- Forum: Master Planning
- Topic: Indoril Settlements
- Replies: 46
- Views: 26496
OK, if Akamora is going to be scrapped, is there any reason to presume that it should be replaced by an egg-mining Velothi town? This concept of egg-mining settlement does not strike me as something that special and relocating a couple of egg-mines that just happen to be nearby would truly be a drop...
- Wed May 28, 2014 6:32 am
- Forum: Master Planning
- Topic: Quests & Faction Structure
- Replies: 11
- Views: 3493
That could work if the higher tiers of the legion had more to do with beauraucracy, politics, governance and diplomacy, rather than law enforcement Or maybe there could be multiple ways to become an official of the occupying force. One could start the conflicting political imperial line once he woul...
- Mon May 26, 2014 5:38 pm
- Forum: Quests: Finished
- Topic: q2-16-Mis
- Replies: 62
- Views: 25680
- Thu May 15, 2014 5:09 am
- Forum: Literature
- Topic: True laws of charity
- Replies: 6
- Views: 3131
- Wed May 14, 2014 9:38 pm
- Forum: Literature
- Topic: True laws of charity
- Replies: 6
- Views: 3131
I am by no means offended and must agree with your arguments. This is exactly the kind of discussion I wanted to raise: what is the purpose of Temple charity and how does it differ from the one of Imperial cult. I believe there is an agreement the Indoril seek to preserve the status quo, but the con...
- Wed May 14, 2014 10:57 am
- Forum: Literature
- Topic: True laws of charity
- Replies: 6
- Views: 3131
True laws of charity
Ok, here is my take on one prominent aspect of Indoril society. English is my natural language and lore is not my experties, but I hope this text at least raises some interesting philosophical issues that might be relevant. True laws of charity Great house Indoril is widely acknowledged as the most ...
- Sat May 10, 2014 6:56 am
- Forum: Quests: Finished
- Topic: q2-16-Mis
- Replies: 62
- Views: 25680
- Fri May 09, 2014 7:11 pm
- Forum: Quests: Finished
- Topic: q2-16-Mis
- Replies: 62
- Views: 25680
- Thu May 08, 2014 9:02 pm
- Forum: Quests: Finished
- Topic: q2-16-Mis
- Replies: 62
- Views: 25680
- Thu May 08, 2014 9:01 am
- Forum: Archives
- Topic: Treasure hunt chests
- Replies: 7
- Views: 1160
Each key should be at least unique, if nothing else, so having them as a part of leveled list is probably a bad idea. After having them removed from the leveled lists the current treasure chests on map1 lose their purpose. So I would be for removing the keys and in future if we want to make a simila...
- Wed May 07, 2014 2:43 pm
- Forum: Archives
- Topic: Treasure hunt chests
- Replies: 7
- Views: 1160
Treasure hunt chests
It was originally my idea to put the 22(or so) new TR keys that appear on some leveled lists as a random loot to some use and having corresponding 22 chests with some pretty reward scattered randomly in some remote locations. While this added a purpose and some fun to trying to collect the keys and ...
- Wed May 07, 2014 5:40 am
- Forum: Almalexia
- Topic: Exterior Changes around Othrensis
- Replies: 18
- Views: 6099
The solitary hill with Othrensis looks a little bit out of place IMO as it stands out in otherwise flat ragion. There should be several similar cliffy formations in the region, although significantly smaller (Largest of them could maybe serve as a foundation for solitary building or manor, but not t...
- Sun May 04, 2014 7:08 pm
- Forum: Quests: Finished
- Topic: q2-16-Mis
- Replies: 62
- Views: 25680
- Sun May 04, 2014 1:12 pm
- Forum: Master Planning
- Topic: Inlet Bog discussion
- Replies: 37
- Views: 8333
Inlet bog also could also be an ideal location to introduce more (sunken) OM ruins (Indoril area relatively close to the capital, largely abandoned/uninhabited for some time, region of medium difficulty). There are not that many OM ruins right now and this area could use some unique dungeons. Spicin...
- Sun May 04, 2014 9:05 am
- Forum: Quests: Finished
- Topic: q2-16-Mis
- Replies: 62
- Views: 25680
- Fri May 02, 2014 8:17 pm
- Forum: Quests: Finished
- Topic: q2-16-Mis
- Replies: 62
- Views: 25680
- Tue Apr 15, 2014 9:24 am
- Forum: Exteriors: Claimed
- Topic: 5-7-Red
- Replies: 65
- Views: 20707
- Wed Apr 09, 2014 4:50 pm
- Forum: Quests: Finished
- Topic: q2-16-Mis
- Replies: 62
- Views: 25680
Well, that would mean redesigning the quest quite a lot so this time I think I will just go with the lazy solution and disable them in the inappropriate stages as you suggested. After all it is only temporary hideout for both of them. Moreover this, I think, is quite a standard solution. Introducing...
- Wed Apr 09, 2014 12:44 pm
- Forum: Quests: Finished
- Topic: q2-16-Mis
- Replies: 62
- Views: 25680