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Found 8 results

  1. Lord Vectra

    Too many skill choices?

    Is there a such thing as too many skill choices? There are some things I love about databasing... and skills is one of them. Currently I have roughly 454 skills. Now, you don't have all 454 skills but if a player had, like, 100, would that be ok? Asking because I am redoing certain parts of my skill system, and there will most likely be an increase in the number of skills one actor has, and I'm wondering when there can be too many choices to choose from (this is assuming all the skills are unique and useful).
  2. Lord Vectra

    Power-scales too high?

    Do you think after a certain point, characters in a game will be too powerful? By powerful, I mean beyond Dragon Ball Z. Meaning, a game full of Beerus' or for better terms, a game full of galaxy-busters. At a certain point, does it just become too much exaggeration within a game?
  3. This topic, like the others, is for my game, World of Chaos. Can a story be too complex? I'm specifically asking for World of Chaos 8 and up. After the 8th game, the story, sort of, "stacks." Vectra, what do you mean by "stacks"? As some of you know, my game is separated by generations. Every 6 game is a generation. The first 5 being about each individual hero, and the 6th being all against the main evil. The afterlife of the 1st generation heroes are apart of the 2nd generation. So what? Basically, if you didn't play any of the World of Chaos I - VI, then you're learning 10 heroes in 6 games who play a great role in the 2nd generation. Can a story, in a way, have too much depth and information for one to remember? This only happens in Gen 1 and Gen 2 except, in Gen 3, the depth of the story dramatically increases as new stuff is added to the story constantly. Technically, I could've said overlap for a better term but you know what I mean. Like I said, this is mostly a story-driven series but what about a series whose depth keeps dramatically increasing? Would it be good, bad, or does it solely depend on the player? What do you think?
  4. Lord Vectra

    Too many choices?

    When creating a game, is it possible to give the player too many choices? For example, give them 100 classes to choose from with 100 "extra/special" skillsets. Can you give them too many magic types to choose from? Too many weapon types to choose from? What is your thought on the subject?
  5. I wanna know if a quest can take too long. How would you feel if you were doing a quest that took a long time to finish?
  6. Lord Vectra

    Too long dialogue?

    How long do you think is too long? I'm making a conversation between main character and the King but I don't know how long would be considered too long.
  7. I have three questions Does the death of your favorite character make you lose interest in the game? Can there be too many deaths in a game? How do you feel about a game that has consequences on what happens and the fact that it can possibly lead to the death of a team mate? For example, you're doing this quest. You get a person that can possibly be your team mate after this mission but, if you lose to the boss, main character will be saved by the new person, except the new person dies protecting main character. So the battle continues and all allies health goes back to full(except for the one that dies). What do you think?
  8. I just wanted to know, do you think a game can have too many status effects?
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