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.
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.