Sound creation alone for such a game might be tough since you'd have to
score areas from Hobbiton to Rivendell to Moria, Cirith Ungol, etc. As I
said the Super Nintendo game, which was based on Fellowship of the Ring, did
ann excellent job at least as far as the music went. In every other respect
though the game was a total mess. You had to mind not just one but eight!
characters which in a straight action game can be difficult enough. But the
AI was quite frankly horrible since it didn't occur to Interplay, the game's
developer, simply to have one character be controlled at a time and let the
player switch between them as needed depending on the situation.
But thou must!
-----Original Message-----
From: Charles Rivard
Sent: Friday, April 19, 2013 3:41 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] LOTR Games was Children's Games
Sound creation sure would be time consuming, and the north/south
restrictions would be even worse, and unrealistic. And you're most likely
right about the RPGs not being as I thought.
--
If guns kill people, writing implements cause grammatical and spelling
errors!
----- Original Message -----
From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Friday, April 19, 2013 2:49 PM
Subject: Re: [Audyssey] LOTR Games was Children's Games
Hi Dark,
Agreed. I sincerely doubt any side-scroller could cover the whole of
Middle Earth unless a developer wanted to dedicate the rest of his
life to writing the game. For one thing you are limited to a 2d format
where the only directions are left, right, up, and down. There isn't
any north, south, east, and west so right there you couldn't lay out
the location of towns, rivers, woods, and other aspects of the world
in anything remotely realistic. About the best you could do is have a
linier progression where you start in Hobbiton, walk right until you
reach Buckleberrry Fairy, continue right until you reach Riven Dale,
and so on. Its OK, but not very flexible since you only can continue
east with no opportunity to go north or south along your journey.
The other issue Charles probably hasn't considered is that of sounds.
If I am writing a roll playing game or text adventure I can certainly
get sounds for swords, axes, spears, as well as for rivers, farms,
woods, etc, but can use Sapi to describe everything that isn't audible
as well as give details of the world around you. With a side-scroller
or FPS style game I have to come up with a sound for every single
person, place, and thing in the game world. That would not only be
expensive but I think would be unnecessary to boot since there are
easier ways around this problem.
Plus as you said I think Charles has the wrong idea about what
constitutes a roll playing game in the first place. He is talking
about design issues that are more specific to straight up table top
roll playing like Dungeons and Dragons where it doesn't have to be
nearly that complex. The Eamon system, as you mentioned, is a lot more
realistic for something like this than anything else.
Cheers!
On 4/19/13, dark <d...@xgam.org> wrote:
Hi charlse.
This is a design issue with rpgs, however if they are properly! designed
then you shouldn't have to read through the rules accept as reference
occasionally, or maybe have a short introduction.
Again, this is something great about eamon, since the system is so simple
to
understand you can just pick it up and play it.
As to a side scroller with exploration, even speaking from the
perspective
of someone who plays huge! low vision accessible full side scrollers like
turrican and metroid, I'm not really convinced you could get anything
that
would contain enough teretory or diversity to really fit even a tenth of
middle earth, since a side scroller is limited in it's setting, you can
just
throw anything in in terms of trees, standing stones, landscape etc, much
less have enough diverse locations or locations that were far enough
apart.
Beware the grue!
Dark.
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