Jourdy288
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- Joined
- Jul 3, 2009
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B-ZaR said:I was thinking, could this kind of advancement model be applied to a game? I'm thinking about an RPG (snes-style) where you start your quest, which at first looks short (the first date set for the preorders to be delivered), but then these mandatory sidequests keep popping up, so actually finishing the original quest would take a lot longer than expected. Every time you think it's just going through this area, getting to the end boss and finishing the quest, you always need to do something else. The quest actually could start looking like a minor task just to add to the effect. Could it be possible to capture the "two months"-feeling (and later in the game, the "two weeks"-feeling) to a game like this?
EDIT: Think something in the lines of "take this sword to the king", but it takes the whole game to do so.
That's actually a great idea! I'd love to help you put it together! I'm quite busy, ATM, but perhaps with the aid of a simple RPG maker we could make one! I think that's ingenious. 10+. Any ideas of a simple GUI RPG maker? LOL, why does this sound familiar?
Oh, and I'm not going to panic, delays are certain. Bigger companies experience them too, although we just don't really hear about it. The Pandora will not be Indreama. It will be Pandora. These delays are simply a series of unfortunate events, nothing more. Unless Craig got himself cursed somehow
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