Dungeon Crawler+Real-Time Strategy=?
by Joar Nessosin · in Game Design and Creative Issues · 08/24/2006 (6:18 am) · 3 replies
Been a while since I've really followed these forums, much less posted here. However, last night I was driving home around midnight and was struck with an interesting thought. (I blame sleep deprivation.) I've always liked the concept of creating a new genre based on two dissimilar genres and last night I thought of one that really interested me. Stay with me on this, my head is still foggy after a decent night of sleep.
I've been a fan of the dungeon crawler since the day I picked up Diablo 2. I love managing my characters every trait, from his skillset to his gear. In fact, the depth of customization drove my obsession with Diablo 2 for years. Character building and Loot finding are two incredibly powerful elements, made even stronger by variety. (Such as the difference between Diablo 2 and its expansion.)
But no matter what you do in Diablo 2, you're always a party of one. Mercenaries are preset and limited, so they add very little flavor to the experience. What if you created the mercenary as well, from the ground up? What if he wasn't a "mercenary" at all, but another character of yours? The idea boils down to this: What if you combined the addictive elements of a Dungeon Crawler with the Real-Time Strategy genre?
One complaint many people had with Diablo 2 was worked around by the art of "muling". Each of your characters (Let's say you had 8 on Battle.net.) was a seperate entity. If your Necromancer found a unique shield, your Paladin would never get it unless you involved a third party. What if your characters were all together, every time you played? Each unique in their appearances, abilities and actions. One under your direct control while the others follow a "script" you give them to affect their behavior. (Telling the Barbarian to rush to the attack, the Paladin to stand back and Heal, etc.)
Basically, to have the abilitiy to swap between your 8 character party and control them as if they were your only player while the other 7 act as "mercenaries". While it would not be as in-depth as your typical RTS in terms of resource management and the like, you would be required to micromanage your 8 units down to gear and skillsets, finding an effective party combination and working to perfect it.
Now, I realize that it would be a lot to juggle. However, you wouldn't be required to use all 8 of the characters. Maybe just set certain characters inactive if you don't wish to use them. Also, this would cause a balancing issue in our example, Diablo 2, as it is balanced for singular attention, not jumping between multiple characters. It would not work as a carbon copy, but the idea is for a new game anyway, right?
Are these genres compatible? Or am I in my own little world?
Feedback is appreciated, whatever form it takes.
I've been a fan of the dungeon crawler since the day I picked up Diablo 2. I love managing my characters every trait, from his skillset to his gear. In fact, the depth of customization drove my obsession with Diablo 2 for years. Character building and Loot finding are two incredibly powerful elements, made even stronger by variety. (Such as the difference between Diablo 2 and its expansion.)
But no matter what you do in Diablo 2, you're always a party of one. Mercenaries are preset and limited, so they add very little flavor to the experience. What if you created the mercenary as well, from the ground up? What if he wasn't a "mercenary" at all, but another character of yours? The idea boils down to this: What if you combined the addictive elements of a Dungeon Crawler with the Real-Time Strategy genre?
One complaint many people had with Diablo 2 was worked around by the art of "muling". Each of your characters (Let's say you had 8 on Battle.net.) was a seperate entity. If your Necromancer found a unique shield, your Paladin would never get it unless you involved a third party. What if your characters were all together, every time you played? Each unique in their appearances, abilities and actions. One under your direct control while the others follow a "script" you give them to affect their behavior. (Telling the Barbarian to rush to the attack, the Paladin to stand back and Heal, etc.)
Basically, to have the abilitiy to swap between your 8 character party and control them as if they were your only player while the other 7 act as "mercenaries". While it would not be as in-depth as your typical RTS in terms of resource management and the like, you would be required to micromanage your 8 units down to gear and skillsets, finding an effective party combination and working to perfect it.
Now, I realize that it would be a lot to juggle. However, you wouldn't be required to use all 8 of the characters. Maybe just set certain characters inactive if you don't wish to use them. Also, this would cause a balancing issue in our example, Diablo 2, as it is balanced for singular attention, not jumping between multiple characters. It would not work as a carbon copy, but the idea is for a new game anyway, right?
Are these genres compatible? Or am I in my own little world?
Feedback is appreciated, whatever form it takes.
About the author
#2
Thread is pending deletion. Sorry everyone.
08/24/2006 (8:16 am)
Well, I feel stupid. Never got a chance to play those games, unfortunately.Thread is pending deletion. Sorry everyone.
#3
08/24/2006 (8:27 am)
If you can deal with craptacular graphics, Demise is a really fun dungeon crawler that features a party: http://decklinsdemise.com/news.php
Torque Owner Grant McNeil
Baulders Gate 2, icewind dale, Freedom Force, and Dungeon Siege 2 (I believe) are games where the player controls a party of individuals as you described.