Comment on Wandersong, a game about not doing harm
Klear@lemmy.world 1 month agoI’ve recently been thinking of how I hate RPGs where if you have a choice, it’s between obviously bad and obviously good outcome. Bonus points when it’s determined by a single dialogue option at the end.
So I came up with a concept of an RPG where every quest has multiple solutions and every single one of them turns out disastrously for everyone involved. Like I’d love to see some real gut-punches there. The only way to avoid that would be to not accept the quest in the first place. If you don’t, after some in-game time passes you get to hear how the situation resolved itself nicely without your involvement. The kicker? Most if not all XP would come from quest rewards, so in order to not cause harm to everyone you meet, you’d have to essentially do a challenge run.
Wrufieotnak@feddit.org 1 month ago
Definitely an interesting concept. The hard part would be to make it still interesting for the player to continue or better restart and also to keep it hidden, so that the player will reach this conclusion by themselves. Too oftena nice mechanic like that is already given in the marketing material, underscoring every emotional impact it could have ever had.