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Prototype Townie System #2119

@manuq

Description

@manuq

@JoniCeceri has come with an idea for bridging the gameplay and the narrative together. We are going to explore it.

Townie System

An “upgrade” system where at the end of quests, players will recount the quest to the townies via a dialogue tree, and will have multiple upgrade options that shape how the world expands.

  • Players collect sacred element threads in the quests, and are able to “spend” them on new features during these retellings.
    • Can use other options besides the threads to embody the elements!
  • Memory: Upgrades focused on lore and gameplay hints. (Townies start remembering more about the world and its history.)
  • Imagination: Upgrades to the environment, townies expand the town and fix up long disused ruins/temples/shops/etc. Opens up shortcuts, new shops, many options.
  • Spirit: Townies show up in combat/puzzle encounters, right alongside the player during future quests.

  • Focus of this system is to bridge the gameplay and narrative together in inventive ways. Give the player incentive to care about the NPCs!
  • Many directions this can go in, can have established NPCs that build up over time.
  • Can also have bespoke upgrades for specific narrative beats! Doesn’t have to lock us into a certain set of upgrades.
  • Also set up the player to think more impactfully about their actions during quests, direct commentary on the game play.
    • Locked out of certain options depending on playstyle?
    • Various gags we can do. (if a player resets a quest and plays it again, townies respond “We already heard this one!”)

Companions

  • Leaving design space for us to include them, but current thinking is keep them simple.
    • Mechanically, should just give player stat buff/debuffs and/or ability modifications.
    • Open to them evolving as we solidify more of the game! Especially as we define the townie system, thinking of ways to make the player be more invested in the NPCs both narratively and mechanically should be our goals.

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