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What kind of computer game should be 4E?

What genre/style should a 4E video game be?

  • Single Player, Single Character RPG (Oblivion)

    Votes: 4 4.9%
  • Single Player Party based RPG (Baldur's Gate)

    Votes: 56 69.1%
  • Multiplayer Action RPG (D&D Heroes)

    Votes: 5 6.2%
  • MMORPG (Guild Wars/WoW)

    Votes: 12 14.8%
  • RTS (Dragonshards)

    Votes: 4 4.9%
  • FP"S" (Dark Messiah of M&M)

    Votes: 0 0.0%

Kzach said:
Ever played the NWN2 Campaign?
I have not, but it sounds no more rail-roady than an average (i.e. bad) commercially produced module.

The stuff that a CRPG needs to take from the movies isn't a linear plot -- but you WILL get that anyway, because it's a CRPG. What they need to take are:
- Dialog (both scripting and VA direction)
- Characterization
- Interesting visuals (backgrounds, perhaps a few well-placed cut-scenes)
- Music (!!!) and environmental ambiance

Those aren't things you get in text-based modules. They are things that a CRPG needs to do well.

Cheers, -- N
 

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I am willing to bet that the 4e game was developed hand-in-hand with the groundwork for a WoW style game that will eventually get the D&D label. I would imagine the suits at Hasbro/WotC are drooling over the profits that the WoW folks have been able to produce, and want a piece of it.
 

I voted MMORPG. DDO did an amazing job of capturing the D&D feel with its character creation mechanics. As you advanced each "sub-level" of your character, you had choices to make to customize your character, and they managed to keep multi-classing balanced. If they could do that AND make a sustainable world (similar to the lesser-known... wow brain fart, I can't even remember the name!) that can be affected by player actions with an in-depth social questing system... yeah, MMORPG ftw.
 

I want a Turn-based party centered games along the lines of FFT and Disgaea. If that's not the absolutely perfect format for 4e's tactical emphasis (especially with all the pull/slide/shift powers) then I don't know what is.

Real time would suck mightily.
 

I want something like FF Tactics that can be played single player or multi-player. One (or multiple) players controls a party custom built per the character creation rules and plays through a storyline but when it comes time to fight, the game becomes an iso-metric turn based grid battle that plays out identically to the table top game.

I'd also like a multi-player version that includes a complete game editor that allows a "DM" to make custom maps and populate it with monsters and save these custom encounters for later use. The DM player should be able to control the monsters during play or let AI control them.

The game should come out for Xbox 360 and the multiplayer version should allow for 4 player simultaneous co-op with AI monsters (when playing the story mode). But to allow for more than 4 players and/or a DM who wants to actually control the monsters, then the game should allow for more PCs but simply assign multiple PCs to the same controller. Since the game should be turn based, this should not be an issue for players to just hand the controller back and forth.

In other words, I want D&D Tactics that allows single or multi-player but ALSO can double as a fully functional D&D game table akin to what D&D Insider will offer. But I want it for Xbox 360 so my players can all gather around the big screen for our battles.
 


I usually play computer games alone, because they allow "instant gratification" - I don't have to schedule meetings with my friends and stuff like that.

Therefore, it should be single-player game. I don't mind if it has multiplayer capability (like NWN does).

I would prefer round-based gameplay, especially since I believe that 4E (just as 3e) is simply best suited for that. The whole system is based on taking turns, and all those standard, move, swift/minor and immediate actions work best in a turn-based game, in my opinion.
That was definitely the best point in the Temple of Elemental Evil game - it might have been buggy as hell, but it was round-based, and it allowed all those little intricate stuff 3e offered.

An acceptable compromise might be to halt the game at any point to give new orders, but I prefer round-based combat.

I wouldn't mind a D&D MMORPG, but I don't really feel a strong need for that. I doubt I'd be buying into that, it is usually a time and money sink, and since I have a job, I might have money, but I lack time. I don't even have time to play all those single-player games I bought! :(
 


single-player/multi-player group-based CRPG/tactics game (Baldur's Gate/Neverwinter Nights style) with realtime and turn-based options.

needs a good toolkit for making custom modules and ideally, a more open standard campaign (like Oblivion). I know that making an open campaign is harder than making a railroad, but i think it's worth the effort.
 


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