Davaris said:
The idea is to get away from the boring hack and slash and levelling RPG with endless maps and lazy design. You would have to think about every decision because if you make the wrong one your game is over.
Let me guess. This RPG will involve combat. "Thinking about every decision" will amount to shooting at a critter and hoping you hit it.
How is this different to a hack and slash or any other "normal" RPG?
Davaris said:
Would you love or hate this type of game? Or would you not care?
As an option, fine. As the only way through, I'd never touch it. Ever. Hell, I'm playing Flatspace II at the moment and they have a similar option. You can choose death = death. Problem is, you warp into a sector and get killed in 1 hit because gee whillickers, there just happened to be 3 bad guys right next to where you appeared. You have no option to scan for enemies before you warp in. No way to detect or prevent the situation and your pissy little starting ship doesn't have the speed to allow you to outrun them or their missiles. You just warp in and die. That is not fun. Coupled with the fact that the game is a boring grind until you get enough money so that you can actually afford a ship that will survive and it's really not fun at all.
Davaris said:
Imagine coming across the entrance to a dark cave and hearing a low growl coming from it. You’d have conflicting emotions: You’d feel curious and want to find out what's in the cave. But on the other hand, you'd be scared of getting hurt/killed. Would you be brave and go in? Or would you chicken out?
You'd go in because that's what games are all about. You don't wander around going "Oh gee, that might be tough and I might get killed. I know, I'll just go off somewhere and live life as a merchant instead". Games are supposed to be fun because you get to do things you can't do in real life, like going into the scary cave. Real life is not fun because of the boring safe things you do, like getting up and going to work every day.
The real issue depends on how much information I, as the player, am able to receive in order to make that judgement call. Can I smell something that might tell me "this is dangerous"? Are there markings on the cave or outside the cave that indicate a large, fiersome animal? Can I stake out the cave by hiding in the bushes on the mountain above it and see what comes out at night to hunt, before then deciding whether I want to attack it or not?
... or am I just told "Ooh! Dark and scary cave! Do you want to go in? Yes / No" and on going in find out it's a panther that outruns me and that I have no hope of defeating it so I die. Oh boy that was fun!
Davaris said:
So you can afford to lose party members, but just not the protagonist.
I'd prefer a party based game where, if I have control over all the party members, the protagonist should be able to die and I simple continue with someone else as leader. THAT I would be interested in. I don't get why my team suddenly gives up just because "the leader" dies. Don't they have any faith in the quest or "the greater good"? Leadership should be replaceable and I should be able to continue. What's the point of having a team otherwise?
Davaris said:
It would require a lot more work and be harder to balance than other RPGs. You couldn't be a lazy designer and fill areas up with really hard critters and death traps.
... and it's for this exact reason that your game would suck. I seriously doubt anyone's ability to pull of a picture perfect, bug free game. Hell, in most games that have an "Iron Mode" there are often bugs which result in you dying and not being happy about it. If there aren't bugs then there are "panther in the cave situations" where you have absolutely no clue as to what you're about to face. Unless you've played the game before and "cheat" by relying on your memory from that past experience.
As an RPG, you'd need to include a whole raft of skills that would allow me to receive the information I need to decide whather I really want to face what's in that cave or not. Animal tracking to identify what animals have been in an area and whether I really want to be here. Books in the game I can study to learn about the habits of various animals that allow me to make a judgement call on what might live in a cold, dark and scary cave. Information I can gather through my speech skill from locals who'll tell me about "the black panther" that they've seen around the place and the type of tracks it leaves. The ability to hide in bushes with my stealth skill and wait (a "wait until I see movement" option which automatically passes time so I don't get bored) until I see the animal come out to hunt so that I can be sure what it is, hoping of course that my stealth skill is high enough to prevent the creature from finding and attacking me. Sounds I can hear and identify with my audio skill that will help me decide whether that growl came from a big scary monster or a small not-so-scary monster. Binoculars or other tools that will allow me to watch potential enemies from a safe distance and study their habits before attacking them while they sleep to get a massive combat advantage. Even being able to slip poison onto a nice juicy steak and leave it at the cave entrance to lure it out and kill it or even just the opportunity to lure it out at all into an ambush area that would give me the upper hand.
I'd play that.