Talk:VR's Brainstorming Page/@comment-5055568-20120503081624

Items:

I agree with the items, base items at least. The magical stuff we will need to balance. (Will we have it done for alpha?/ Partial?/ Or pen and paper it for now?)

Perks-

I’ll need to replay a bit of AP to get an idea of the perk system again, but if I remember, its very similar to a lot of skill systems in modern rpgs. You can select a track to ”master”, and the further down that track, you open special abilities like…I remember there being a chain shot ability with the pistol in AP (used it a lot silenced, I went stealth). Could be cool.

Time dialogue-

Time limited seems like a neat idea, but in Alpha Protocol, the time timer serves as a way to add a level of stress and challenge to players. Not so sure about Walking Dead, but considering our plot-line, we would have to boil down the interactions into “stylized choices” like “suave”, “professional”, etc. and I’m not sure how dialogue heavy the game will be, or if such choices limits our writer’s freedom with dialogue.

-However, I could see it as a feature of a certain class. Maybe the espionage, assassin vampire character. It would offer a way to vary the gameplay, feel, and story, without compromising the story. I feel that a lot of the assassin’s encounters will be based on playing stances and “masks”. Vastly different gamely for each class isn’t too bad, it could be a sell point. The question is: “Are we up to it as gameplay designers?”.

Art-style-

VR, excellent suggestions on the visual aesthetics. I definitely find its art-style appealing.

Other concerns: Moving from a “Blue Sky” concept to a manageable one, once we have our accepted concepts for our “dream game”, we have to outline reasonable goals for the first release. I’ll expound when we get there.