I’m still chipping away at my diceless RPG engine and something occurred to me that may have potential issues down the line and I’d like some input on the matter.
From day one I’ve been very interested in having the player slowly unlock various modes of movement connected with various perks and abilities. I know I’m going straight into scope overkill, but I still want to dream big.
Some of the modes of movement that I’m considering are:
-Double Jump (via perk for Air Magic)
-Blink Dash (via perk for Air Magic)
-Flight, think jetpack from Tribes (skill for Air Magic)
-Water Walk (via perk for Water Magic)
-Water Form, moving through water is faster than sprinting and the player can launch out of water. (perk for Water Magic)
-Seismic Launch (skill for Earth Magic)
-Plan Shift, can walk through limbo untouched by non-undead enemies (skill for Fire Magic)
-Haste (Skill for Fire Magic)
-Wall Run (via perk for Agility)
-Grappling Hook (skill for Agility)
-Nimble, run in all directions at the same speed (perk for Agility)
-Climb (Perk for Agility)
-Poise (Stronger players can push through enemies)
-Mounts (Situational and quest based)
-And also perks for pacifying creatures, insects, and undead.
As you can see that’s a ton of movement abilities, and I love the idea of the players gradually becoming liberated.
BUT, at what point does this ruin exploration?
I mean, TeS sort of ruins exploration at the end by allowing players to teleport around at the end, but people still love it.
All of these skills and perks are split up around the skill wheel, so having a all of them will take a lot of time. I’m hoping that may pad out the experience and stop the game from being cheapened.
Or worse, I worry that players will feel like they’re trudging through mud without these abilities and perks.
I remember that running speed felt EXTREMELY punitive in Morrowind and in Oblivion.
What sort of pitfalls do you foresee in allowing players to gradually being given more and more mobility?
How would you balance it?
Do you think revisiting areas to find new things that become obtainable would work in an open world game, or would it drive you nuts having to leave stuff behind then come back for them?
What if out of reach items were non-consequential, like only have them random chests?