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Re: How could QuestMania Work?

Posted: 19 Jun 2010, 01:40
by mikepurdy1234
there are problems in making an RPG maker... lots of people are playing online mmo, if NADEO wants those players, they need to add those features.

Re: How could QuestMania Work?

Posted: 19 Jun 2010, 04:05
by www.e-gekko.net
Hmmm, so it will be a Quest Maker and stop??
Each Map you have to do something.... hmmm???!!!! I can't understand where they wanna go??!!!! :roll: :?:

Re: How could QuestMania Work?

Posted: 19 Jun 2010, 05:52
by mikepurdy1234
a better way to do it is to make a hack-n-slash RPG... but add a little mmo multiplayer (VS and co-op raids).

I wanna say big god-of-war boss fights, with PvP multiplayer, with a dash of Blizzard-ish skill trees for mages.



Gold collecting is not the answer, that will cause an in-game economic mess.



"seeing your enemies fall before you" and "slaying dragons"

Re: How could QuestMania Work?

Posted: 19 Jun 2010, 17:41
by www.e-gekko.net
Yes but this is FPS not Mmo, i can't see a QM without MMo.
Very small line divide a FPS from a MMO, we must understand what they wanna do, before... I think we can't discuss yet.

Re: How could QuestMania Work?

Posted: 19 Jun 2010, 21:25
by mikepurdy1234
shooters are easy to define... gun-->target

RPG are not easy to define... too many different styles
-turn based (final fantasy)
-hack-n-slash (zelda)
-skill tree (mmo)

agreed... NADEO needs to define better what style they are going after with RPG

Re: How could QuestMania Work?

Posted: 19 Jun 2010, 22:49
by Hylis
it looks a little at the middle of the three.
But, like I said, it is mainly new.
If you expect something that exist, you will be disapointed. If you expect something that is original, you may be satisfied.

for us, the fps is testing our ability to compete in a common genre and the rpg is testing our ability to be original compare to other genres. A battle for the body and the mind, as I see it, which correspond of the satisfaction seeked by the player in these games.

not sure I will be understood, but that's another story. :lol:

Re: How could QuestMania Work?

Posted: 19 Jun 2010, 23:01
by Knutselmaaster
Will it be possible to use the other games (or gameplay) as things to do in a quest?

For example:
-drive faster than the big bad wolf (TM),
-Frag 400 chickens (SM)
to get the blue feathered ridinghood to be able to finish your quest (QM)

Re: How could QuestMania Work?

Posted: 20 Jun 2010, 02:23
by mikepurdy1234
I understand, you want player maps with puzzles (the mind)... but you also want players to fight dragons (the body).

I hope you find a way to have both. It should be a matter of what blocks to create for players, and an animation when the player interacts with the blocks.

Re: How could QuestMania Work?

Posted: 20 Jun 2010, 09:21
by Hylis
satisfaction of the mind is not necessary a puzzle
we don't ask for physical efforts in action games, but more on physical reflexs. for the mind, the goal is to be at a reflex level, but at a more natural use of experience... I expect more some sort of a know how more than a puzzle. The game is still in evolution, but that's more my beliefs.

Re: How could QuestMania Work?

Posted: 20 Jun 2010, 13:00
by mammbos
somthing new...

can't wait to see what have you created again nadeo :)
first trackmanai send racing games to a hole new level and now is rpg turn :)
this is going to be really good i think :lol: :lol: