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selenedrakant

RPG with heavy themes of mythology and psychology

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So I've had this idea rattling around in my head for a while now, and I'm going to share a simple outline of it without giving away too many spoilers (sadly without the spoilers it may sound immensely cliched)

 

For now we will call it Project Q.

 

So here goes (note that none of the names listed are actual names, for the security of the plot)

 

Basically our female heroine (let's call her Annie,) awakens in the world in which the game is set, with no recollection of her previous life, only her name. She equates the experience to waking up from a long nap, but never having fallen asleep. Interestingly enough Annie heard voices within this "dreamscape" and she now continues to hear them (this will play on both myth and psychology). Local legends actually tell of many heroes being given messages by the gods in such a manner (many characters throughout the game will reference this)

 

 Annie is found by a male (bruce) and female (connie). Bruce eventually falls in love with Annie, but she doesn't notice and never reciprocates (unless I add in relationship mechanics, but that would be one of the final updates to the already released game). Connie acts as the mother/big sister of the group, breaking up any fights that may happen and scolding Bruce for flirting with Annie. 

 

As some (as of yet) unspecified amount of time passes (lets say three to four boss fights to be safe though). The trio attends a festival in the big city. Here Annie runs into a pop idol/diva character/rival (Delilah). Because of a stupid misunderstanding Delilah from this point on (until the plot demands) shall be at odds with Annie. Drama and tension occurs as Delilah is one of the main attractions of the festival (and I'm thinking of possibly having Annie get roped in as well for a boss fight between the two, not sure on that yet)

 

At various instances throughout the festival story arc (some  can only be seen by talking to npcs and doing sidequests) the characters hear references to/interact with a mysterious masked man (an Enigma of sorts, also by now I hope you realize all of these filler names have been in alphabetical order)

 

The festival comes to a close and throughout the next story arc we see Delilah and the Enigma teamed up.

 

This is the basic premise of the first quarter or so of Project Q (broke the alphabetical order). I do have the ending planned already, it's just the other 60% of the game that still needs to get to this rough draft stage. I have basic plot points determined in between though so it shouldn't be difficult

 

So, thoughts?

What's good/bad/cliche about it?

Ideas for added features? (I'm strongly thinking of adding voice acting in the late stages of this project, and maybe a new game + feature)

Would you rather see the general RPG classes or maybe some more creative ones? (examples being puppeteer, dancer, artist? DINOSAURRRRRR!!!!!!)

 

Or really anything else you can think of, I love criticism good and bad.

Edited by selenedrakant

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it's a decent start, but with this story you never really gave Annie any motivation? Is she searching for her memories, or do the voices want her to do things?

does she have a choice to follow the voices or can she disobey them? if she disobeyed them would there be consequences? if she follows the voices do they reward her? and does the actions of following or disobeying become more difficult as the game progresses?

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The voices are tied into her backstory and memories, kind of like Cloud in Final Fantasy VII.

As the game progresses both she and the player discover why exactly it is she's hearing them (major spoiler by the way, let's just say it will tie into the main antagonist)

 

I just realized I didn't specify that there are legends that tell of heroes who were given messages by the gods in such a way. Throughout the whole game she'll hear these voices and people will countless reference these legends. (I will edit this into the main post, thank you for pointing this out)

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okay, i get the mythology bit, but i still don't see why you said psychology plays a large role? so far I see a basic plot that many games have used in the past. 

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A sort of mixture. I'm going to be using many mythic tropes (such as the eternal serpent, world tree, a being gets punished for giving mortals choice). There will be an extensive pantheon of gods/goddesses within the world, and I may add in certain benefits from each one depending on how things unfold

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