Tips on Designing a good Experience

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Eburt
Posts: 69
Joined: Thu Feb 05, 2015 5:44 am

Re: Tips on Designing a good Experience

Post by Eburt »

Azel wrote: The reason this approach does not work in Guild Wars is because, as you mentioned, you have to go through the tedious process of leveling up characters all over again. However, this does not apply to Grimrock at all since you can Import your characters. If we take in to account the Character Import feature of Grimrock then David Ward's suggestions are quite viable.
I agree about being able to import characters - my argument was only intended as a counter to the idea that it would be fun to run the dungeon a second time with a totally new, perhaps crazy, party comp. Still, I feel like you're arbitrarily forcing players to play your mod twice to get everything out of it... I just won't see why this is better than giving them a bigger, better experience the first time.

All that said, I do think incorporating a level dependent experience to balance the game for imported parties could really add to mods. But, I still think its more likely that they'll import the party they used to beat the main campaign or some other mod - rather than playing yours twice. I had considered designing a mod specifically to be played by characters that beat the main campaign.

Of course, all this is just my opinion. What matters is that you enjoy making something and you think others will enjoy playing it - one or more times. So feel free to disregard everything I said and prove me wrong. That would also be quite exciting. ;)
Azel
Posts: 808
Joined: Thu Nov 06, 2014 10:40 pm

Re: Tips on Designing a good Experience

Post by Azel »

Yeah that makes sense too. In the end, at least the idea is that people are thinking in terms of the best way to implement a quality game experience.
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FeMaiden
Posts: 290
Joined: Wed Jan 16, 2013 8:16 am

Re: Tips on Designing a good Experience

Post by FeMaiden »

sooo. I'm wondering if david ward ever finished that "Oregon Trail themed mod"....
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