Story webbing (an idea in progress)
Lots of games will give players options, when it comes to interacting with the story.
PREFACE: The Elder Scrolls games offer a huge world with tons of storylines layered into different areas. KTOR and the Mass Effect games offer multiple ethical choices that effect game play. Alpha Protocol, Dues EX, and Planescape: Torment all offered involved (and somewhat clever) options for avoiding combat while progressing the story.
Lifepaths were a system introduced in the cyberpunk series. Simply, lifepaths were your past until the character was made (vaguely similar to the first Dragon Age game) which were rolled off a series of charts that narrowed down to your present situation.
Almost every RPG nowadays has some sort of party based system, or followers if nothing else. These characters have backstorys, feelings, and possible futures with the PC, depending on the player. These characters are somewhat customizable, and can offer points to progress the story (Alistair from Dragon Age comes to mind).
Character creation is highly important to players, as well as the degree of customization offered. In a cyberpunk world, where appearance and style were so important they were made into stats, I cannot stress enough how important this is.
Player Roles (also called Classes in other systems) offered a set of class skills, as well as features specific to each Role. Each Role would be able to react to a given situation in completely different ways.
IDEA: Story Webbing.
This is combining the character creation system with the party system, including a lifepath system influnced by PC interaction in game.
EXICUATION: Pick a Role, design your character, and choose lifepath. Game story would start relative to customization, story progresses to (EVENT 1)
At (EVENT 1) depending on PC input, the city is altered, and System data is saved. At this point, another perspective of the city (another Role) unlocks and the player is able to design the character and choose lifepath fir the new role. This role becomes a PC until (EVENT 2), when the 2 characters possibly team up (also possible they never encounter each other).
Each (EVENT) could also have an effect on the city itself (perhaps disarming a bomb or killing a certain NPC) that has multiple outcomes, each able to alter the game world. The alterations would enable or disable storylines, dialog options, even prevent access to areas or possible party members.
Still kind of working on this, what do you 'punks think?
Lots of games will give players options, when it comes to interacting with the story.
PREFACE: The Elder Scrolls games offer a huge world with tons of storylines layered into different areas. KTOR and the Mass Effect games offer multiple ethical choices that effect game play. Alpha Protocol, Dues EX, and Planescape: Torment all offered involved (and somewhat clever) options for avoiding combat while progressing the story.
Lifepaths were a system introduced in the cyberpunk series. Simply, lifepaths were your past until the character was made (vaguely similar to the first Dragon Age game) which were rolled off a series of charts that narrowed down to your present situation.
Almost every RPG nowadays has some sort of party based system, or followers if nothing else. These characters have backstorys, feelings, and possible futures with the PC, depending on the player. These characters are somewhat customizable, and can offer points to progress the story (Alistair from Dragon Age comes to mind).
Character creation is highly important to players, as well as the degree of customization offered. In a cyberpunk world, where appearance and style were so important they were made into stats, I cannot stress enough how important this is.
Player Roles (also called Classes in other systems) offered a set of class skills, as well as features specific to each Role. Each Role would be able to react to a given situation in completely different ways.
IDEA: Story Webbing.
This is combining the character creation system with the party system, including a lifepath system influnced by PC interaction in game.
EXICUATION: Pick a Role, design your character, and choose lifepath. Game story would start relative to customization, story progresses to (EVENT 1)
At (EVENT 1) depending on PC input, the city is altered, and System data is saved. At this point, another perspective of the city (another Role) unlocks and the player is able to design the character and choose lifepath fir the new role. This role becomes a PC until (EVENT 2), when the 2 characters possibly team up (also possible they never encounter each other).
Each (EVENT) could also have an effect on the city itself (perhaps disarming a bomb or killing a certain NPC) that has multiple outcomes, each able to alter the game world. The alterations would enable or disable storylines, dialog options, even prevent access to areas or possible party members.
Still kind of working on this, what do you 'punks think?