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June 16th 2014, 03:29 AM
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DinkKiller
Peasant He/Him United States
The world could always use more heroes 
One does not simply add an hour or two of content into the main quest.

In all seriousness, my biggest problem with doing so is that my map is pretty much "open world" with travelling, and lots of exploring. So this limits exactly where and how many major plot points I can fit into the game, because there's a lot of places to go. Plus, the fact that I make up everything as I go means I don't have many plot points to begin with, I just know where I want my story to end up, so stretching out the story is difficult at best.

Second, I am trying my best to avoid filler content to artificially extend the play time. Fetch quests? Nope. Tedious back and forth? Unacceptable. No one likes these kind of things that just drag out the game. However, and I'm sorry to say this, but I had the idea of having the player (Dink) have to do a little bit of back and forth with helping villagers in the main city of area 3, so that you can access the castle and final dungeon area. This is not something I have planned out yet since I was last working on Area 2, but I'll want to figure out a way to make it interesting, and not like every other boring fetch quest you find in many other RPGs.

The other day, I thought of a really cool idea I'd want to implement into the game if completion becomes possible. Basically, it would be me making a few combat areas where there would be some lengthy battles. I would do my best to make this fun, rather than tedious, so I wouldn't use it much. Though, it'd also make a good mini game.

And if I want to, I can call my game an Epic because I believe it to be so. I am packing the game with content, and that's what matters.