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Logan23

Blog 5.0

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Developer Blog 5.0

 

 

Game play/Quests and Pacing the Game:

 

This blog go over some of the game?s pacing. One of the things I wanted to keep was the basic pacing of the other two kotor games.

 

In Revenge of Revan the quests are broken into a few types.

 

There is the main game quest which is the main quests for each planet and the over all quest of the game. I?m working on making each of these quests end up with issues that will get in the way and keep the quests from going being so strait forward. These are the largest of the quests.

 

There will also be side quests which start due to an event in the main quest and will jump in and out as you play the game. These quests run parallel to the main quest in the game. An example of this is the tension between the Exchange and the Hutts and also a few others which I can?t talk about right now.

 

Then there the optional side quests which are Bounty hunter quests, smuggler quests as well as other threads that can be taken but will be used as tools to gain experience, hidden items and to allow the player to gain and lose trust with party members. These are meant to not affect the main quest but are tools to help define your PC more as well as your bond with your party members.

 

Then I have instant quest/events which are the type of quest where you come across a NPC who is being threatened and you can either do something or just ignore it.

 

This is great since these optional side quests and instant quests/events can easily be added to new versions of the game without worry about throwing off the main quest?s pacing or story.

 

With pacing of Revenge of Revan I am trying to make sure that new events are happening as you jump in and out of modules as the game progresses. An Example of this is when you re enter a module with a NPC that asked for help earlier wither you said yes or no,..or even you didn?t talk to the npc..at a certain point you will see a group threaten the npc about the situation they have with him. The player then will be able to jump in or let the npc face their fate. The npc will react due to your interaction or lack of one with him earlier.

 

This will break up the feeling of running from already visited module to module and feel empty or everything is done. I will be adding new npcs or quests as the game progresses and you return to this module you already visited.

 

Revenge of Revan will follow the same kotor model of exploring and then events of combat but I want to make the game about the PC?s journey as you define your PC?s past and present.

 

I will remind everyone that Demo 1.0 will not have all the quests but the quests in the Demo will give you an idea where the game is going. the missing quests and content will be in Demo 2.0 which will be half the game.

 

MORE TO COME.....

 

Logan

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