Dishonored Rpg?

Post » Sat Dec 29, 2012 11:51 pm

Hey guys! After playing through the unique, incredibly intricate world of Dishonored, I couldn't help but wonder how amazing an open world rpg in this setting would work. The unique backstory and atmosphere seems MADE for the rpg genre as much as it is for the stealth action genre. I've been jotting down some ideas all day about mechanics, locations, possible storylines, etc, and I'm wondering what you guys think. I know these ideas likely wont go anywhere, and that Arkane / Bethesda likely wont pay attention to this at all, but maybe a dev will glance at this and be inspired to make a dishonored rpg? Best case scenario, this franchise could become bethesda's third flagship rpg series along woth The Elder Scrolls and Fallout. It has its own unique setting and themes and could carve out its own niche in the genre. Regardless, here are my ideas for a Dishonored rpg. I'll be adding more stuff to this post as I think of it. Tell me what you think!

Open world
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?Day / night cycle

?Weather system

?Possible locations
-Pandyssia: A growing port town on the edge of Pandyssia, and its wilderness surroundings, part of a concentrated effort by a Gristol nobleman / explorer to colonize and exploit the mysterious continent

-Gristol: A massive city in Gristol along with its surrounding countryside and villages. Two contrasting settings with two very different atmospheres, people, and beliefs.

-Any of the other isles: Not much is known about the culture or political structure of these places, but they can be expanded upon in subsequent games

?Varied landscape
-The landscape should keep you guessing and should offer a wide range of scenary, culture, and people. Perhaps similar to GTA V, with a single massive city and an even larger surroinding countryside with small towns, mountains, remote villages, rural people etc.
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Skills and Character Creation
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?Choose from established races: Serkonan (Like Corvo), Morlan, Tyvian (Like Sokolov), Gristol (Most everyone in Dunwall).

?Choose gender, facial features, age and stats

?Core stats: Physique, Intellect, and Guile. Core stats are chosen during character creation. You start with x amount of points in each and have y amount of points to spend. Core stats increase the rate at which certain skills level up. Someone with a high physique levels up the melee skill faster for example.

-Physique: improves effectiveness of strength related attributes like endurance, how much you can carry, and skills that revolve around your athleticism.

-Intellect: improves effectiveness of scholarly persuits, like making gadgets, elixirs, etc.

-Guile: improves effectiveness of rogue-ish and deceptive persuits, such as persuation, sneaking, and possibly witchcraft (Depending on how magic works in dishonored, it could go here or in intellect)

?Various skills to level up
-Guns (Loud, ammo is scarce, but incredibly strong. Good for full on battles)
-Chemistry (allows you to make potions, elixirs, sleep darts, etc)
-Engineering (improves effectiveness of gadgets, and let's you craft your own)
-Melee weapons (Focused on close range, silent weaponry)
-Brawling (Nonlethal fights. Weaker than melee but faster, and allows for counter attacks that do critical damage. Also results in less jail time if caught than using lethal weapons)
-Witchcraft (very powerful and versatile, but a crime to use. Powers "bought" with runes instead of money. Can craft bone charms that enhance certain powers)
-Crossbows (silent but less deadly than firearms. Bolts are more versatile and come in different varieties.)
-Acrobatics (improves climbing, jumping, and free-running skills)

?Skills are very versatile and compliment one another
-Example: with engineering, you can create a "camoflague unit" that decreases your visibility while sneaking, but has a cooldown. This can compliment your stealth skill. This encourages players to experiment with different skills and combine them in unique ways.

-Players are, however, free to focus on only a few skills if they choose, because each skill is very versatile. For example: someone who focuses on stealth exclusively can "take out" enemies despite not having strong weapon skills. This is done by a "choking" ability that only works while stealthed and leaves them unconcious. They may wake up later, however. Similar to Fallout: New Vegas, you can avoid killing ANYONE with high enough skills in certain areas. Someone with a high speech skill can talk his or her way out of most situations. With unique, alternate ways to get things done, players are encouraged to try different playstyles with every playthrough, and every playstyle becomes viable.

-Skills are also used in conversation and unique situations: Like bethesda's other rpgs, sometimes having a high level in a certain skill will open up dialogue options, or alternate strategies that lead to wildly different playthroughs. Say your character is talking to a strange computer created by a natural philosopher. The quest you're on requires you to bypass it to let you get to where you need to go. You can use speech to convince a guard to shut down the computer for you, you can use your engineering skill to make the computer malfunction, or you can use intellect to trick the computer with a logical paradox, making it go berserk on everyone in the room, including the guards, while you quietly sneak off.

?Some skills are unlocked either through fallout-style "traits" (abilities you choose during character creation), missions, or exploration. For example, witchcraft can be unlocked either by choosing it as your trait during chracter creation, finding a rare rune in some abandoned building and choosing to use it, or by a mission where you speak to the outsider and he offers you his powers.
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Joinable Factions
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?Rise through ranks in a given faction based on your skills and quests you've done in your faction's favor.

-Certain promotions require that you meet certain skill-levels. The Natural Philosophers, for example, look for scholars with strong engineering and science skills.

-Some factions have specific rules one must follow. If you want to be an overseer, you'd better not plan on using witchcraft in this playthrough. Joining the city watch? Try not to get caught being a dirty cop.

?Possible factions

-Abby of the Everyman (Specifically the overseers): Rise through the ranks of the Abby, and influence its future by making it more reasonable and less militant, or plunging it into corruption.

-Academy of Natural Philosophy:

-Imperial Military (City watch perhaps?)

-A heretical cult of witches
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Well that's it so far. Would you play this game? Tell me what you think!
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Paula Ramos
 
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