Sovereign Items that Carry Over from Game to Game. (Useful in Multiplayer Too)
Something Frogboy said made me think...
Something Frogboy says in his post " Elemental: How game mechanics evolve (long) " , where he says...
"You might play 200 games and suddenly get a quest that gives you the plans to build a diamond golem – provided that you find the star diamond located on some distant island (you get the idea)."
...this made me think. What if we could find Very Rare Items that could Carry Over with our Sovereigns from game to game? As per his example, say you play 200 games before you find "the plans to build a Diamond Golem". Now what if it was Another 200 games before you find the "Star Diamond" to actually make the Golem with? How cool would that be? Awesomely awesome, that's how cool that would be!!!
This gives the player a reason to play multiple games, looking for those items that form those Ultra Rare Items or Spells. Your Sovereign could have a small "Item Pouch" that he/she can keep a limited number of things in that stay with him. Even make it a small number of spaces, maybe 2 or 3 at most. This way the player has to Carefully Chose what they want to keep with them against what they might find in the future. Keep in mind these aren't normal items. They aren't equipable. Not magical swords and armors or weapons, but rather the pieces of them, the spell components, the construction plans. This also brings in a slight form of randomness depending on how these items would be distributed. Make them Very Rare but put in a Wide Variety of them to obtain. You might find a Rare Item of Power once every 20 or so games, but to find the right matching Items of Power to make that super weapon or uber spell you might have to play through 500 games or more. Couple that with the player only being able to keep 3 of these items at a time and you increase the longevity of the game by a drastic measure for OCD people like me who would play the game for years making sure he got to see all the Super Rare Items and Spells.
You could also make these items tradable in Multiplayer games. This would add a Huge Leap in Diplomacy between players if they can actually get something they highly value in game by getting it from another player online. Maybe I collected 2 out of 3 things I really want over a 3 month period of playing the game. I play a Multiplayer game and happen to play with my friend Tormy- (picked your name at random off the forums bro) and he has the last item I need to make my Super Weapon in my Single Player game. I trade him the Items Of Power I don't need for the one I do need, shortening my search playing games by maybe a month or more of play time.
If this is done though a few basic Rules would need to be laid down for it.
1. These Items, under No Circumstances, should be made available through the use of the games Editors. If people can cheat and add them to their games they will and that defeats the purpose of even having them as they are Obviously Over-Powered Items.
2. These Items can only be Used in the Single Player Game (though traded in Multiplayer). Maybe there could be a chance at finding a piece or item in a Multiplayer Game, maybe there could even be a small random (1 in 100) chance of getting one as a reward for beating a certain number of players in Multiplayer Mode. But the Super Items or Spells should only be Usable in a Single Player Game as they are extremely un-balancing and game changing.
Those two things, and maybe a few minor other things would need to be Hard Coded. I'm not a fan of having things hard coded in my games as I like to Mod things, but, I think a aspect like this would be Ok as it would add a lot to the game, it would add to the drive to win at Multiplayer, and it would extend the over-all longevity of the game. If you need a example to look at, think about Pokemon. How many people go mental for that and have to "catch em all"? This would add a small "Collectible Game Aspect" that I think could only help the playability of the game and the Multiplayer experience. You could even use Impulse or whatever your system will be for the Multiplayer or DRM to keep track of what Items players have collected and make sure they don't cheat to get them.
So the idea could use a little fine tuning, the Random Number Generator would have to be truly Random and the Items TRULY RARE for this to be any fun. At this point in development it wouldn't take a lot to add in a system like this either. The hardest part would be Hard Coding the items them-selves to only be gained in game or won in Multiplayer, and Never, EVER, placed with the Map Editor or Item Editor.
Thoughts?