One option I want to incorporate into The Lotus War is the ability to set-up camp. Sometimes, I find the time spent in the homebase to even be some of the most interesting moments of the game. It’s a good cool-down time to talk to the other characters and get a feel for the stories, or even enrich the one you’re playing out.
KOTOR, my obvious favorite, is a good example of this. Because your ship is the mode by which you traverse from one world (or level) to the next, it’s a necessary break you need to take to advance in the game. During this time, the player can talk to Bastila, Carth, that cat chick, that annoying girl, the hilarious kill-bot, and get them to make great and useful items for you (btw, the aforementioned kill-bot was not the little droid, though T3-M4 was an awesome asset. I would not have survived my first fight with Malak had it not been for him!)
Setting up camp really came up as an idea because I wanted to be able to trigger conversations and events with the party members – and waiting for towns or specific buildings could’ve made the events sparse. Now, because the player can choose to bypass campsites, the events may be missed – but there will still be more of them. I really hope to use it as a way to keep from having the same, repetitive conversation with the party on every occasion (because we can set up events unique to each campsite).
The system by which the player travels the map is like FF7’s – the MC’s avatar is the only one present on the map during all of the running. The party members, then, are not visible all the time and therefore cannot be talked to at a whim to further story lines. While that may be a downside in the mode we’ve chosen to represent the party/travel, the upside is an un-cluttered screen and a less ridiculous look (it does look pretty silly for the party to be running in single-file like a game of Meerca Chase (am I the only one who remembers Neopets?) or you know… Caterpillar or whatever it’s called.
Not only does the party-travel mode look silly, but it does have draw-backs in progression and conversation. For example, it will be more difficult to script new and different dialog, or progressive dialog. At best, we could randomize the conversation. At least, we’d have to program a short greeting to each of them but save the meatier conversation for certain points in the game.
Setting up camp not only allows for the progressive conversation we want, but also for the ability to have characters craft items for you/the party, which is another fun aspect in itself.
What do you think about games that retain a home base? (even if that base is mobile)