Henchmen

Inspired by Friday’s post and the comments that followed… How would you handle multiple characters under a player-NPC style system?

One thought would be henchmen. You’ve started a fighter character, gotten him a sword and some armor, but now you decide you want to play a mage… So, you roll up your mage, but you don’t want to go it alone, so you pull up your characters and pick your fighter to be a henchmen. Your fighter is now an NPC pet that you can give orders to.

Immediately, its appearant that in a game with levels this probably would be game breaking and unbalancing. Even a skill based game could make this a challenge to implement. But in a game without levels and skills, one that is based on player skill and goal achievement through narrative (quests), this could work very well. A system like this would allow a player to be his own party and play it like the old days of the AD&D games made by SSI, or allow a few friends to fill a gap in their group when they can’t find a player to fill it.

These pets wouldn’t be super smart, they’d be much like current game pets, simple commands and defending the owner, etc, because you wouldn’t want pets to be the defacto method for playing your MMO. Obviously much research and legwork would be needed to make this function, and it would have to be a “right fit” for the game being designed. But for now I just like thinking stuff up until I hit that lottery jackpot…

Combat Skills

One thing I feel is really lacking in pretty much all MMORPGs is actual player skill. With their simplistic auto-attack or even button/click feat based scenarios there is very little room for the player to really control how good their character is at fighting. Even in games like City of Heroes where there isn’t really an auto-attack, your skill is hamstrung by the limitations of the game mechanics, which in CoH is the recharge time and choice/placement of expansion slots.

FPS games are all about skill. Well, except when the game allows scripting/macroing. People who used the rocket-jump scripts in Quake were cheaters in my book, people who did it without a script were talented. But that aside, every player runs the same speed and has access to the same weapons, and what separates the players is how well they use the guns and know the maps.

However, in making combat more skill based, I don’t want to lose the players who actually prefer auto-attack. So consider this…

The default configuration is auto-attack. You equip a sword and run up to the monster and hit attack. Your weapon will do average damage, perhaps with a random chance to score a critical hit and do double damage. This model is enough to play the game. You won’t be the best in the world, but you will do alright. Then, on an option screen, you are able to select several levels of skill based control. For example, you can choose the “fighting style” method which presents your character with a list of pre-set sword grip and fighting styles. Each style has advantages and disadvantages, base-lined on the auto-attack, and you select them and use them. Then on the furthest end of the scale is “complete control” where your joystick controls your sword arm and your keyboard moves your feet, you gain the ability to move the sword in whatever way you choose to hamstring opponents or stab at the eyes, but you also have your damage affected by your movement because “strafing” around a target you’ll have much less power than if you plant your feet and put your whole body into the swing.

It would obviously take alot of effort to work out all the details, but the gist is that you allow the player to decide how much skill they want to use in the game. The less skill they use, the move “average” their character is; the more skill, the more chances for heroics.