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"Open world" is one of the more fun buzz words in our industry. I was on another site and people were talking about applying it to Pokémon, and I thought we had a thread for it too but I can't find one (maybe it was old Relic?) and I know an uncertain number of people have brought it up before anyway so let's dive right in.
As most of us have probably realized, there is no plug-and-play PBOpenWorld module that we can just enable when we load up a fresh copy of Essentials, so if we want to do that we have to do it ourselves, to whatever degree feels appropriate. I don't really want to just turn this thread into a brain dump of what I think about open world games, so I'll probably just respond to wherever the conversation goes, so here are some common questions to get started. For most of these I'm picturing a game that takes 50-60 hours to complete rather than 25, but you don't have to.
- How does pacing work in a game where you don't control the order in which events happen?
- Do any Pokémon-specific mechanics have to be adjusted? (Level cap, evolution times/methods)
- Are there any other things that Pokémon games do (I don't really want to call them "mechanics") that have to be adjusted? (Rival battles, Elite Four)
- How do you gate progress, not so much for general areas where the player isn't supposed to go but for things that they might be able to do that would completely break the story? (Do you need a key to enter a dungeon, or will a relevant NPC not do battle with you until a specific event, or just not exist until then?)
- Do HMs exist at all, as a move, key item, mount, or otherwise?
- Do you implement level scaling for foes, or hard-code separate teams/encounters for different points in the adventure?
- Do your relations with NPCs/their response to you change over the course of the game, or does Mr. Ledge Dude say the same thing at the end of the game as he did at the beginning?
- Do you give the player a discrete starting city, or have them begin at a random point on the map, or let them choose?
- Does anything about Fly/fast travel/warp points change?
- If technical limitations weren't a problem, would gates between routes still be a thing, or would that break immersion?
- How do you organize a project like this without it becoming a tangled mass of spaghetti?
- Can you think of anything else that might come up when making open world Pokémon that I missed? Have you done anything like this before? (If you have, can I have your autograph?)
As most of us have probably realized, there is no plug-and-play PBOpenWorld module that we can just enable when we load up a fresh copy of Essentials, so if we want to do that we have to do it ourselves, to whatever degree feels appropriate. I don't really want to just turn this thread into a brain dump of what I think about open world games, so I'll probably just respond to wherever the conversation goes, so here are some common questions to get started. For most of these I'm picturing a game that takes 50-60 hours to complete rather than 25, but you don't have to.
- How does pacing work in a game where you don't control the order in which events happen?
- Do any Pokémon-specific mechanics have to be adjusted? (Level cap, evolution times/methods)
- Are there any other things that Pokémon games do (I don't really want to call them "mechanics") that have to be adjusted? (Rival battles, Elite Four)
- How do you gate progress, not so much for general areas where the player isn't supposed to go but for things that they might be able to do that would completely break the story? (Do you need a key to enter a dungeon, or will a relevant NPC not do battle with you until a specific event, or just not exist until then?)
- Do HMs exist at all, as a move, key item, mount, or otherwise?
- Do you implement level scaling for foes, or hard-code separate teams/encounters for different points in the adventure?
- Do your relations with NPCs/their response to you change over the course of the game, or does Mr. Ledge Dude say the same thing at the end of the game as he did at the beginning?
- Do you give the player a discrete starting city, or have them begin at a random point on the map, or let them choose?
- Does anything about Fly/fast travel/warp points change?
- If technical limitations weren't a problem, would gates between routes still be a thing, or would that break immersion?
- How do you organize a project like this without it becoming a tangled mass of spaghetti?
- Can you think of anything else that might come up when making open world Pokémon that I missed? Have you done anything like this before? (If you have, can I have your autograph?)