This is what both "The Sims" and some games like "Ultima 7/7.5/8" and Oblivion/Skyrim/Fallout3 do, but they have their own tradeoffs. I think what you're asking for is a for all the characters to have their own schedules, not just a static world. Like "the sims" lacks the entire RPG element of you "directing" the game, rather you're more like the "invisible god hand" who pushes things around but, you're never actually taking on the role of one of the sims.Īt any rate, there are clever ways of designing a RPG that includes schedules to do this, but it adds additional complexity, which makes debugging very hard. If to progress in the game, you need to get item A from Character X and item B from Character Y, but Character Z kills Character Y because they got in a fight, then you need to both figure out who killed character Y and what they did with item B. It works well, but unlike some later RPG's (eg Skyrim) the scheduling will inevitably get in the way.įor example. However, it seems like Enterbrain makes a large profit off of the attractive DLC that they offer, with over 200 listed DLCs in the store ranging from about 5 to upwards of 25 on average. Now that isn’t so bad for one of the best game developing software. In the case of Ultima 7, it's entirely possible to combine both. Currently, RPG Maker MV sells for 80 on Steam. The primary tradeoff is that you move from a "RPG" game to a "world simulation" where the player goes from being the most important character to one who could wind up unimportant if certain scheduling cues are missed. Click to expand.I think what you're asking for is a for all the characters to have their own schedules, not just a static world.
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