Rune_74 wrote:
Actually I'm not sure this works as a cool old idea but:
A modular system, built with all the basic rules in place, a continent with various provinces, but it only starts with one. And you decide as a player which one to buy to explor. Allowing the game to branch out as you play, you buy more provinces, which will include engine updates...to the point you get the whole world. Designed to what the player wants. It is ambitous but dangerous in the fact a non popular province would not sell...
You could minimize this by making it a city with warrens, like a hive world.
Interesting concept that would be hard yet rewarding to do....now if I could get a programmer to bring my ideas and rules to life...
Rune, love the idea, I think this is what Todd Mitchell-Porter had in mind with Knights of Legend.
Sadly, the series never got realised.
I have to admit to being a sucker for some of the classic designs:
the top-down adventuring of Ultima, turn based combat a la SSI Gold Box, (I like to stop and think, real time stuff detracts from my enjoyment), and the ethics system of Ultima was a very nice touch.
In two minds about plot lines, at times I quite like linear, but non-linear has its appeal too. Perhaps a mix, with a linear main plot, but lots of optional side-quests would be my ideal.
I`m a sucker for vast worlds, where most of the map is blacked out, just begging to be explored, and seeing a character develop throughout a series is very rewarding, rather than rolling up a new one for each sequel.