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whisperstorm
10-12-2006, 11:11 AM
I'm working on a project/idea that I've had for a while but I am getting more serious about implementing. Basically the idea is this - create a game that combines several things: casual gameplay, light rpg elements, and multiplayer - but not in the way you might expect.

Imagine two people want to play a simple RPG for a few minutes or hours. One player would take the traditional role of protagonist - say a knight with a sword, shield, food, etc. The other player would take on a role that is traditionally considered to be "dungeon master". However, the interface for this dungeon master is as much of a game as it is for the other player. As the knight player travels through dungeons, slaying creatures, collecting treasure, interacting with NPC's the DM player is in a completely parallel world where they gain points for sending to the protagonist challenging monsters, choosing the appropriate dialog for the NPC's (they only have to pick between choices, not have to type long dialogs - hence the "casual" nature of this).
DM's "level up" by cashing in points for stronger monsters, bigger treasures, traps, etc.

Basicially the idea is the DM and the player are both in a situation where they are 'playing'. The traditional player gets to fight interesting monsters, and have a great adventure, and the DM player facilitates this and in turn is rewarded for his/her efforts.

Does this seem like a viable game mechanic? It would all be very simplistic and most likely driven via just mouse clicks. As the player levels up or visits shops everything would be basically iconic and simple - facilitating getting out there and doing more battles. And for the DM it would be somewhat like SIM CITY or Dungeon Keeper - only very light and fast.

The multiplayer aspect this that both the DM and the player are online at the same time and as they interact the game progresses.

It might seem that it would be in the best interest for the DM to present "easy" puzzles or monsters, but the game would be set up such that the DM gets more experience points when the player defeats more challenging quests/monsters. And if the DM tries to be too difficult the player dies off or quits.
The game would be more of a cooperative storytelling kind of thing.


Any thoughts on this? I'm looking to see if this is a valid game mechanic and if it's possible to actually have a satifying game experience when two players are doing this.

Hamumu
10-12-2006, 02:10 PM
I think it's awesome. But I think a better system would be for it to truly be a game for both people, a competitive endeavor. Drop the quests and chat element, which is very complex anyway. Then say the DM's goal is to kill the player, the player's goal is to grab the treasure on level 5 or 10 of the dungeon (or whatever). The first level of the dungeon is prebuilt, really simple. While the player is playing it, the DM is hard at work setting up the lower levels, throwing in walls and traps and badguys. He'd have some limited resources to apply, maybe making money as the player gets hurt or something (and over time). If the player moves quickly enough, he can zip right down to the treasure and win (to make it more interesting, maybe he has to get back out again too, so things you put in behind him as he descended could get him). But if he moves too quickly, he runs into the big beasts the DM has installed before he gets enough XP. One simple check on the DM's power could be limiting what monsters can be placed at each depth of the dungeon. And being a behind-the-scenes kinda guy, he can't work on whichever floor the player happens to be on (hopefully he can watch, though!). Hmm, now I like it for myself...

Of course, on the flipside, I think any 1-on-1 online multiplayer is doomed unless it's produced by a huge company with a giant marketing budget, and casual people don't really want to battle each other. You could make it support multiple DMs and players, but regardless, it all sounds much more hardcore than casual, no matter how simple and clicky the interface.

Of course you could also take those elements and let them be used individually too - single player dungeon romps (random generation and some built in ones), and build-your-own-dungeon (no more limited resources!) to upload for people to play single player. Then you've got it all! And it only took twelve years to make.

I've had similar ideas myself, but never seen one through. In fact, I've had this very idea, only with the heroes being computer-controlled and you as the evil dungeon master! That's another possible mode to add to the list above. Dang, sounds very nice.

whisperstorm
10-12-2006, 08:37 PM
Please do! I want to create something that incorporates these ideas as well as allow DM types to go off and build preset levels ala the sims so that when they come into competition they will have levels ready to "deploy". Players who are heroes can go through random levels and beef up their skills in single player. Having the DM as an active player seems like an exciting way to play.

I really like the idea of making it a kinda frantic thing - you have the "oh no, he's on the level right before this" and mess up your dungeon making. Or if you are a player, you might get feedback on the DM by hearing sounds of monsters as they are placed, or cha-ching when the treasure is placed, etc. The music could also reflect your opponent's progress.

Allen Varney
10-13-2006, 03:23 AM
It might work well to have the DM player score based on how close to zero hit points he can reduce the hero player without actually killing him.

linchear
10-16-2006, 07:59 AM
How about these rules?

1. multiple heros, one DM.
2. DM gains points at a rate of 1pt/second
3. Points can be redeemed by DM in spawning monsters. (10 pts for Troll, 100 for ogre etc etc) -- controls the monster RTS style.
4. rate of point increase goes up as monsters cause damage to heroes.
5. Which ever player reaches the DM's pot o' gold first, wins. New round begins, winner becomes DM in next round.
6. If DM drops, AI takes over.

I believe the casual aspect of drop in any time, drop out anytime, simple rules, simple mechanics would make the game fun to play.

Game Producer
10-16-2006, 08:11 AM
@whisperstorm: It's funny but I have been thinking same type gaming experience (in concept level - not to have that kind of dungeon master / role playing) and I like the way you presented it.


I believe the casual aspect of drop in any time, drop out anytime, simple rules, simple mechanics would make the game fun to play.
I'll second this.

BantamCityGames
10-16-2006, 09:23 AM
This sounds like a really cool and rather original game mechanic... If I thought of it myself I would be psyched to start making it!