Optional events/dungeons to prevent earlygame repetitiveness
Posted: Wed Mar 20, 2013 3:37 pm
Which of us has not encountered the following scenario: you know the build you're going to try, you know the dungeon order you're going to follow. For the first 10-20 levels, everything goes smoothly - and then you die. Maybe you're on adventure mode, and you die a lot. Maybe you lose multiple lives at once through a bug - I've done it several times. In any case, you permadie.
Now you have to go through the exact same dungeons in the exact same order, while putting points into your build in the exact same order. The closer you stick to your original plan, the more bored you will be. On the other hand, having to deviate from it solely because you crave variety is frustrating. All of this is especially true for a) newbies who die a lot and get sick of seeing the same tier 1 dungeons over and over in quick succession and b) veterans who are just trying to get a specific tricky build off the ground, and are fed up of having to overcome the exact same challenges repeatedly instead of experiencing new ones.
But TOME already has the beginnings of a solution to this issue: random events. The friendly cultists and their ritual, the gwelgoroth thunderstorm, the Crypt of the Rat Lich - all of these have their own unique flavour, are very memorable, and offer unusual and unexpected challenges. The trouble is that there are so few of them as yet.
Imagine a Maj'Eyal in which the set dungeons and quests are supplemented by a host of unique dungeons, mini-dungeons and events, fresh with every playthrough and giving back the thrill of discovery even to long-time players. Power creep, meanwhile, can be mitigated by the fact that only a limited number of them will spawn for any given character. Having some of them involve multiple-choice quests (like the "Trapped!" quest) will extend their lifetimes further still.
As a further suggestion, some of these optional events can offer unique rewards, not just artefacts (like the Rat Lich and friendly cultist events) but other things, perhaps even unusual build options (like the Grand Corruptor and Hexes). It would be very interesting, for example, to randomly have a non-wilder character end up with 5 points in just one Summon skill, not enough to unbalance the game or centre a build around, but enough to have that character have a distinctly unique feel compared to any other you personally will play.
Here are some ideas (names can be randomised for that teeny bit more variety):
- Oswald the unlicensed alchemist was fired from the Alchemists' Guild for accidentally spilling a love potion into the punch bowl at the annual alchemists' social, and has turned to experimenting with Blighted Summoning in a local quarry. Save him from an army of reaver-golems gone mad, and destroy their leader, the mercifully incomplete Betamathon. If you are a non-alchemist, Oswald will reward you by using his Imbue Item 5 on any two gem and armour combinations you bring him - two so you can use one nowish and save one for endgame. If you are an alchemist, Oswald will instead give you Betamathon's Power Source, a blight-based artefact gem optimised for inserting into golems.
To make things more interesting, perhaps only Oswald can shut down his golems permanently. You must escort him through the quarry, protecting him from harm while reducing the golems to 0hp with your attacks, effectively turning the player into a golem substitute. To stop things being too unfair, Oswald will activate some kind of powerup that protects him from Betamathon when you reach the boss area.
- Elym the solipsist has fallen asleep somewhere on the current level, and his nightmares keep spawning twisted abominations that try to kill you. Find the four Dream Gongs hidden throughout the level, destroy the thought projections that appear to protect their master's sleep, and ring the gongs. When awakened, Elym will teach you the Dreaming tree (locked) in apology. If you are a solipsist yourself, he will instead improve your mind save so you don't risk sharing the same fate. Or you can choose to attack him for all the trouble he's caused you, and loot a randart off the body.
- A caster-only tenth escort: the smiling wyrmic. He gives you the standard escort spiel, with an added "Something about him feels wrong" (which gives people a chance to back out of this quest). If you refuse to aid him, he attacks you, but he only has the strength of an escort. If you escort him to the recall portal, a different reward dialogue to usual comes up: "Foolish mage, you gave fallen right into my trap! This recall portal will take you straight to the dungeons of the Ziguranth!" The reward options presented are things like "torture", "suffering" and "execution". No matter which you choose, you are transported straight inside a prison cell in the Ziguranth Dungeons. The whole area has a permanent Silence effect. However, each cell has a lever on the outside, and using this releases the prisoner within as an ally. If the player has no silence-proof escape options for leaving the cell, after a number of turns a guard turns up and opens the door to escort him to interrogation, giving the player a chance to use the levers (at which point all guards go hostile).
If the player succeeds in fighting their way through the dungeon, they and their fellow prisoners will reach the warden's office, which contains the Voiceless Orb (interact to remove the permanent Silence effect) and the Warden, an antimagic wyrmic boss who can summon Zuguranth guards. Defeating the Warden unlocks an exit to the world map and allows the player to keep the Voiceless Orb as an artefact tool capable of casting Aura of Silence and offering various bonuses.
Now you have to go through the exact same dungeons in the exact same order, while putting points into your build in the exact same order. The closer you stick to your original plan, the more bored you will be. On the other hand, having to deviate from it solely because you crave variety is frustrating. All of this is especially true for a) newbies who die a lot and get sick of seeing the same tier 1 dungeons over and over in quick succession and b) veterans who are just trying to get a specific tricky build off the ground, and are fed up of having to overcome the exact same challenges repeatedly instead of experiencing new ones.
But TOME already has the beginnings of a solution to this issue: random events. The friendly cultists and their ritual, the gwelgoroth thunderstorm, the Crypt of the Rat Lich - all of these have their own unique flavour, are very memorable, and offer unusual and unexpected challenges. The trouble is that there are so few of them as yet.
Imagine a Maj'Eyal in which the set dungeons and quests are supplemented by a host of unique dungeons, mini-dungeons and events, fresh with every playthrough and giving back the thrill of discovery even to long-time players. Power creep, meanwhile, can be mitigated by the fact that only a limited number of them will spawn for any given character. Having some of them involve multiple-choice quests (like the "Trapped!" quest) will extend their lifetimes further still.
As a further suggestion, some of these optional events can offer unique rewards, not just artefacts (like the Rat Lich and friendly cultist events) but other things, perhaps even unusual build options (like the Grand Corruptor and Hexes). It would be very interesting, for example, to randomly have a non-wilder character end up with 5 points in just one Summon skill, not enough to unbalance the game or centre a build around, but enough to have that character have a distinctly unique feel compared to any other you personally will play.
Here are some ideas (names can be randomised for that teeny bit more variety):
- Oswald the unlicensed alchemist was fired from the Alchemists' Guild for accidentally spilling a love potion into the punch bowl at the annual alchemists' social, and has turned to experimenting with Blighted Summoning in a local quarry. Save him from an army of reaver-golems gone mad, and destroy their leader, the mercifully incomplete Betamathon. If you are a non-alchemist, Oswald will reward you by using his Imbue Item 5 on any two gem and armour combinations you bring him - two so you can use one nowish and save one for endgame. If you are an alchemist, Oswald will instead give you Betamathon's Power Source, a blight-based artefact gem optimised for inserting into golems.
To make things more interesting, perhaps only Oswald can shut down his golems permanently. You must escort him through the quarry, protecting him from harm while reducing the golems to 0hp with your attacks, effectively turning the player into a golem substitute. To stop things being too unfair, Oswald will activate some kind of powerup that protects him from Betamathon when you reach the boss area.
- Elym the solipsist has fallen asleep somewhere on the current level, and his nightmares keep spawning twisted abominations that try to kill you. Find the four Dream Gongs hidden throughout the level, destroy the thought projections that appear to protect their master's sleep, and ring the gongs. When awakened, Elym will teach you the Dreaming tree (locked) in apology. If you are a solipsist yourself, he will instead improve your mind save so you don't risk sharing the same fate. Or you can choose to attack him for all the trouble he's caused you, and loot a randart off the body.
- A caster-only tenth escort: the smiling wyrmic. He gives you the standard escort spiel, with an added "Something about him feels wrong" (which gives people a chance to back out of this quest). If you refuse to aid him, he attacks you, but he only has the strength of an escort. If you escort him to the recall portal, a different reward dialogue to usual comes up: "Foolish mage, you gave fallen right into my trap! This recall portal will take you straight to the dungeons of the Ziguranth!" The reward options presented are things like "torture", "suffering" and "execution". No matter which you choose, you are transported straight inside a prison cell in the Ziguranth Dungeons. The whole area has a permanent Silence effect. However, each cell has a lever on the outside, and using this releases the prisoner within as an ally. If the player has no silence-proof escape options for leaving the cell, after a number of turns a guard turns up and opens the door to escort him to interrogation, giving the player a chance to use the levers (at which point all guards go hostile).
If the player succeeds in fighting their way through the dungeon, they and their fellow prisoners will reach the warden's office, which contains the Voiceless Orb (interact to remove the permanent Silence effect) and the Warden, an antimagic wyrmic boss who can summon Zuguranth guards. Defeating the Warden unlocks an exit to the world map and allows the player to keep the Voiceless Orb as an artefact tool capable of casting Aura of Silence and offering various bonuses.