Dragonlance Mod: Discussion (part 2) The "Scripted" Living World
More Planning, and re-planning
When it comes to the game world that the Dragonlance Mod will take place in, many things will have to be specifically scripted to happen within the world to further along the story-line. Armies will have to attack certain cities and locations (unless those armies are being played by the player) and NPC characters will have to be at specific locations for certain events. To give one example would be Lord Soth and Kitiara attacking the city of Palanthus which happens as part of the traditional story-line. The player will have to defend against this or somehow defeat them before the attack takes place to stop it. In order for that to happen and for the "Good" faction to have a chance at victory they will need to "Quest" for specific magical artifacts like "Dragon Orbs" or to find the "Good Dragons" to help them fight back the forces of Takhisis.
Now I come to a decision as a Mod/Game Designer. Do I place these "artifacts" in the same places every time as they should be in the book or do I randomize them a little to give some re-playability value to it for the Good Factions? Of course the Mod will have plenty of "Replay" value as both the Good and Evil sides will have Multiple Factions. But what if you want to play the same exact faction multiple times? By randomizing some minor details in the story or map design I can add re-playability to even the same faction. I'm hoping we'll be able to open a map within a map so I can add in maps for specific locations. If some of those locations are dungeons where things need to be found, I can randomize the dungeon so it's not the same every time the player comes to that part in the story-line. If we can't open maps within maps then I'll have to find another idea to randomize some minor things while staying in the scope of the main story.
The true balance of the game will come down to how fast each side can accomplish certain "Story Objectives". Because of the books story-line its-self I can't balance the game on a Military level from the start of the game. The Evil factions start the game with rather large armies, while the forces of good are comparatively small and much weaker. If the Evil factions simply "Bum Rush" the Good factions at the beginning of the game they would win pretty much every time and that's no fun for anyone. As such I will limit the Evil factions by requiring them to complete "Story Objectives" before they can attack certain military targets (Like Palanthus). An Example would be "Takhisis Commands You to Find Berem, the Everman" before they can launch a massive assault. This gives the Good Factions the time they need to accomplish "Quest Objectives" to get the magical artifacts and help they need to stand a chance in battle against the Evil Factions.
A Challenge on my part will be finding ways to give the players of all factions the freedom to change the way the Story Plays out. Maybe the player can be given the chance to do tasks out of order. Example, the Good Factions find the Good Dragons on Turn 2 and are able to attack Takhisis's Capitol at Neraka and wipe her out before the Evil Dragon Armies are fully assembled and before she can try to come to Krynn from the Abyss. There are many ways I can add in "Freedom" which I think is what anyone would want when playing a game version of their favorite story. Having to stick to the Exact Story every time leads to a boring game with Zero re-playability aside from varying combat outcomes. This is why Elemental will be mostly played in Sandbox mode after people play through the Story Campaign a few times. This is where I need to make the Dragonlance Mod shine. To give DL fans the opportunity to affect the story they have come to love reading the books all these years.
Thoughts and Ideas?
Note: Part 1 of DL Discussion found Here.