Hello Everyone,
I am currently exploring the Concept of an Open World RPG/RTS Hybrid.
1. Viability: This Concept is not new, as some Indie Developers have already explored this. Most Notable are Kenshi and Rimworld. Booth games approach this Genre from very different angles. Yet, both were very successful.
The Success of these Games should prove that this genre is viable. I believe it is, therefore, necessary to analyze these 2 games and figure out, what they did right and what wrong, to achieve a successful concept. There are certainly more games that were successful in this genre, this is just a small example to prove the viability and to highlight the Player expectations.
Kenshi: While built in an odd engine, this game approaches the genre from a Diablo-style perspective. Spacial Inventory, equipment, etc. No Magic but Hunger and a detailed Damage system to limbs. Fixed World but very big. Building system and Crafting mechanics. The game allows you to be part of a World. Whether you want to build a base or travel as a Nomadic Trader.
Rimworld: Build in Unity, this game approaches the genre from a Colony management perspective. Features a World map and procedural generation. (Technically the game is a Story generator) The game also features random events that make every playthrue unique.
I kept the description very basic, as this is not about them. But I believe they give a good direction, as both are very successful and fun. This should be sufficient proof, that this Genre has great potential, if done correctly.
2. Features:Following is a List of Features that have been implemented before and seen positive feedback. I believe however the game should be designed, in such a Way, that the Player is not forced to go down one route, but rather has the Option to do so.
- Procedural Map Generation (Including a World Map)
- Random events to make each Playthrue unique
- Making Player Part of the World
- Inventory/ Equipment system
- RPG style Levels based on EXP
- Quests
- Base building and Crafting
- Trade
- Travel from Map to Map
- Good Lore
- Looting/Hoarding
This list is by no means complete, and just a general base of what other games are already doing. Mess yourself on the Best to create something better.
3. Inventory System:To make a complex matter very simple, Baldurs Gate 3 had the right idea of what an inventory should look like. infinite Space, limited by weight, which is dependent on character attributes.
A Spacial Inventory like Kenshi would increase the Complexity, I believe it would force RTS Players to focus too much on Micromanagement. --> KISS (keep it simple and stupid)
A Fixed Inventory on the other hand would be way too limiting for RPG Players. (We have Hoarding needs)
So a Compromise fits both bills very well without detracting from fun, while also not forcing the Player to choose one specific play style.
Spacial Inventory (Kenshi):
![[Linked Image from up.picr.de]](https://up.picr.de/49379135xj.png)
Fixed Inventory (Rimworld):
4. Attributes:Again a Balance between depth and simplicity is needed.
Health = Increases HP
Carry weight = Increases the amount of weight Carried
Magic Power = Increases DMG of Magic
Martial = Increases DMG of Martial Weapons
Mana = Increases available Mana reserve and regeneration speed
Stamina = Increases Stamina amount and regeneration
Negotiation = Makes Trade prices better and higher chance of Diplomatic Success
5. World Map:Levels are usually Rectangular. Therefore, we should separate the World Map into Squares. Luckily, longitude and latitude do exactly that, while giving us a coordinate system. This allows for efficient reference of levels from the World map.
The following is a representation:
Full World Map:
![[Linked Image from up.picr.de]](https://up.picr.de/49294988zi.gif)
Player View:
![[Linked Image from up.picr.de]](https://up.picr.de/49379167zq.jpg)