Author Topic: A Valley Without Wind Pre-Alpha #10 -- Overworld Maps, Soft Focus, and NPCs  (Read 23259 times)

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
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Right -- exactly right, on the motivations for players.  It's one of my ongoing goals with games to have the interface be as transparent as possible, and instead to have players make the equivalent choices through gameplay.  In a lot of RPG games I have played, you can "re roll" for your character stats, and in a number of them you can also allocate points directly to various stats.  But all of that takes place in this lengthy menu system, which is boring to a lot of folks (including myself).  And I find that always going back to FRUA in the mid-90s, I tend to always choose the same sort of stats for every character I play.  Well, one of three sets of stats: the paladin, the evil mage, or the neutral warrior/thief.  There's a lot more variety than that in many games, but I tend not to see it.

In AVWW, you can "re roll" by going to meet different NPCs if you don't like the ones you know, but at the same time it's not something where you're clicking a button in an interface to just cycle through things until you find what you like.  Frankly, in AVWW the biggest determinant of how you play is your equipment, anyway, so it's less of a big deal than in a lot of games in any case.  So it's a rather safe thing to try out, because it's not like you can't use magic or weapons if you've got one set of stats versus another.  Instead, it just makes your magic that much more effective, or gives you extra health, or whatever -- the baseline of proficiency 1 is still pretty substantial for each character, and going up to proficiency 10 in a stat only makes it even moreso.

Anyway, hopefully it should prove enjoyable, but we'll see how people react during the beta and adjust if we need to. I think people will be pleased. :)
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Offline tootboot

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Many thanks for the kind words, and welcome to the forums!  In terms of Facebook, I'm really not sure how to promote there aside from advertising with them. And advertising with them has been a profound waste of money in the past. ;) I'm not really sure what other techniques folks use.

Can't argue with much of that, though the idea that Minecraft is a cult classic makes me laugh a bit.  With 2 million copies sold and counting, there's nothing cult about that game!

Just giving the same updates you do on the blog and maybe doing promotions with coupons would be a start, and doesn't cost anything other than a small amount of time.

From what I saw both minecraft and dwarf fortress started out as 'wow, look at this neat thing I found' and grew from there via word of mouth and sustained interest.  That's actually the way I found out about AI war.  I figure anything that's still being discussed a year or two after it's initially released is worth looking into at least.  A lot of games just don't pass that test.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
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Very good point, we really ought to cross-post to the Facebook pages; I thought we had been, but perhaps not.

Thanks again for the kind words on AI War. :)
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