Another Adventure idea I forgot to Blog about
A 'Groundhog Day'-inspired Adventure, one where the day repeats itself endlessly until the player solves the main quest. Player death isn't possible because he/she would be alive the "next" day. One concern is that players would't like to have to play over the same sequences repeatedly, so here are possible solutions to the problem:
- Allow the player to keep all items he/she found on the "previous" day.
I know this violates the timeloop rule, but allowing the protagonist to remember everything that transpired previously already violates that rule in a sense, so we might as well make an exception for the items as well. This is so that the player wouldn't waste time travelling to a certain location to collect something, only to lose it the next day.
One possible exploit to this is if the player is given the option to rob people, that player would continuously rob them so as to accumulate enough cash to purchase something. I wonder if we should leave that in and see how many would exploit it.
- Make new dialogue options open daily, so that players can explore those branches instead of the ones already discussed.
Making new conversation topics appear will give them greater insight into the NPCs there and perhaps even hints on what needs to be done to win the game.
- Allow them to "rewind" back to key moments prior to the death scene.
This would be especially useful for the "final battle" that involves death, if there is one. I doubt any player would willingly play through the whole day *again* when they were very close to solving the final puzzle.
There should be a 24 hr timer (that's faster than the real world time) to show the player how long they have before the day resets itself. Something like the KQ3's timer. We could also record how many times the day has reset itself.
Besides solving the main quest to stop the time loop, the player can also choose to solve several optional quests, and romance a certain NPC player.
Should players be allowed to skip certain puzzles they've already solved on the previous day?
- Allow the player to keep all items he/she found on the "previous" day.
I know this violates the timeloop rule, but allowing the protagonist to remember everything that transpired previously already violates that rule in a sense, so we might as well make an exception for the items as well. This is so that the player wouldn't waste time travelling to a certain location to collect something, only to lose it the next day.
One possible exploit to this is if the player is given the option to rob people, that player would continuously rob them so as to accumulate enough cash to purchase something. I wonder if we should leave that in and see how many would exploit it.
- Make new dialogue options open daily, so that players can explore those branches instead of the ones already discussed.
Making new conversation topics appear will give them greater insight into the NPCs there and perhaps even hints on what needs to be done to win the game.
- Allow them to "rewind" back to key moments prior to the death scene.
This would be especially useful for the "final battle" that involves death, if there is one. I doubt any player would willingly play through the whole day *again* when they were very close to solving the final puzzle.
There should be a 24 hr timer (that's faster than the real world time) to show the player how long they have before the day resets itself. Something like the KQ3's timer. We could also record how many times the day has reset itself.
Besides solving the main quest to stop the time loop, the player can also choose to solve several optional quests, and romance a certain NPC player.
Should players be allowed to skip certain puzzles they've already solved on the previous day?

2 Comments:
In the movie, the protagonist didn't keep items, but did keep skills and knowledge of what happened when - which made it easier for him to get certain items.
Not keeping items would be easier in a smaller setting - in a larger setting items would probably need to be kept or it wouldn't be as fun to play the "day" over and over.
By
Brassfire, at 9:31 pm
The goal of each day should not differ, but the method by which the goal is obtained should vary greatly until one of the few ways to succeed is found. So should they repeat puzzles? Yes, if they choose to go down the same route.
By
no, at 1:02 pm
Post a Comment
<< Home