Posted May 29, 2011
I just recently saw the preview video for Dungeons and Dragons: Daggerdale, and I must say it kinda depressed me.
Don't get me wrong, I enjoy combat-based DnD titles, but it has been far too long since they released a title that, to me, caught the true sense of what DnD is truly capable of.
Imagine, if you can, a DnD game based not on any of the preconceived world settings that have been used, reused, and overdone, but instead on a Daggerfall-esque system of terrain procedurally generated based on a set of loose rules depending on location, with both precreated cities and towns, as well as additional procedurally-generated villages, and the same going for the game's dungeons. Nothing would ever be in the exact same place twice, and exploration would be key to knowing where you are, and what you are doing.
As for the story? Create a game with at least as much emphasis on social dynamics and political intrigue as on its combat elements. Depending on proximity of the cities post world generation, different alliances would be present and different issues available to tackle, not limited to simply "go to X and kill X monster" or "Defend the crown from the onslaught of goblins," but situations such as "attend the governor's ball and gather information on the Earl's missing daughter," "Lead/manipulate negotiations between Goblin Clan X and Bugbear Clan X to prevent their attacking a local human/elf/dwarf/other city."
Mountains to climb. Environmental puzzles to solve based not only on the player's skill, but their character's capabilities. The list of possible awesomeness goes on.
And yet, not since what, Planescape Torment? Have we seen a real Dungeons and Dragons game that wasn't focused almost strictly on the combat elements of the rule system.
Come on people! It's possible! Do this for me!
Don't get me wrong, I enjoy combat-based DnD titles, but it has been far too long since they released a title that, to me, caught the true sense of what DnD is truly capable of.
Imagine, if you can, a DnD game based not on any of the preconceived world settings that have been used, reused, and overdone, but instead on a Daggerfall-esque system of terrain procedurally generated based on a set of loose rules depending on location, with both precreated cities and towns, as well as additional procedurally-generated villages, and the same going for the game's dungeons. Nothing would ever be in the exact same place twice, and exploration would be key to knowing where you are, and what you are doing.
As for the story? Create a game with at least as much emphasis on social dynamics and political intrigue as on its combat elements. Depending on proximity of the cities post world generation, different alliances would be present and different issues available to tackle, not limited to simply "go to X and kill X monster" or "Defend the crown from the onslaught of goblins," but situations such as "attend the governor's ball and gather information on the Earl's missing daughter," "Lead/manipulate negotiations between Goblin Clan X and Bugbear Clan X to prevent their attacking a local human/elf/dwarf/other city."
Mountains to climb. Environmental puzzles to solve based not only on the player's skill, but their character's capabilities. The list of possible awesomeness goes on.
And yet, not since what, Planescape Torment? Have we seen a real Dungeons and Dragons game that wasn't focused almost strictly on the combat elements of the rule system.
Come on people! It's possible! Do this for me!