Ambitious garbage

Lately I’ve had a growing urge to create a retro/traditional RPG game, with the emphasis being on a ridiculously over-the-top storyline. If I made the engine so that it’d be easy to create new content over it, I could just add new places as I come up with them, thus making the game feel long even though it wasn’t that long actually. The way turn-based battle systems work also makes it really easy to create bosses, especially basic ones; just make the art, and add a list of attacks/spells it’d use. For trick bosses, make it easy to adjust the stats, strengths and weaknesses, and add the possibility to make counterattacks and so on. Though the gameplay shouldn’t be too simple, the game should of course be also fun to play on some level.

But the thing I’ve really been pondering is the storyline: I’d really LOVE to create a game where you first do something amazingly huge, like “retrieve your dad from another dimension”. Then you’d have to “prevent the foul gods from entering the worlds by gathering X magical crystals together”, and then add more ridiculous missions and silly plot twists until the player should eventually beat those gods once and for all. Imagine the situation when an oracle tells you “hey mate, now get to the Forbidden Dimension, travel past the Ethereal swamps of Neverending Doom, visit all the 12 gods of Destruction to their castles and beat them up. Have fun!”

Sounds quite like a cliché, but creating a proper game with such ambitious goals would just take forever and be not worth it, since the emphasis was on the hilariously huge scale of the storyline in the first place.

Of course I have many other ideas too, and I guess some of them might be better in terms of actually finishing something (and perhaps even something good), but we’ll see what happens. Just wanted to talk a bit about the idea, it seemed interesting to me.

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