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Wanting a Feudal Japan WRPG

All they have to do is set the game in Akavir and you have that.

Personally I been waiting for Bethesda to do that. All I know about the Akavir is the invasion of Tameriel, and what I have read from the books in skyrim.

I believe the blades are descendants of Akavir. You can tell from their ancient armor type, their japanese katanas, and the architecture of their buildings. Which is all influenced by ancient japanese culture.
 
Yea I'd do anything for a game like this.
A combination of Way of the Samurai, Tenchu, Kengo...but open world sandbox with RPG elements and leveling.
A game like this deserves, at least once, the full Red Dead Redemption AAA treatment.
I still look at Tench thinking how much cooler it could be with more modern mechanics and slick graphics, the kind they lay on Splinter Cell.

Oh yea, and maybe a touch of magic too...

7-lightning.gif
 
Personally I been waiting for Bethesda to do that. All I know about the Akavir is the invasion of Tameriel, and what I have read from the books in skyrim.

I believe the blades are descendants of Akavir. You can tell from their ancient armor type, their japanese katanas, and the architecture of their buildings. Which is all influenced by ancient japanese culture.

Yup, Akavir is feudal Japan. The lore pretty much confirms it. I'd very much like an Elder Scrolls game set on that continent, but I don't know if I'd prefer it over one set in the Summerset Isle/Alinor.
 
With the type of RPG's that western developers make(EU, NA), I've always wondered, what would a RPG that took place in Feudal Japan, but developed by Western developers be like???

I don't even think there is a game like this.

I think about this all the time, and the more I think, the more potential I think the Feudal Era setting has for an Action, open world RPG, while borrowing a bit from other RPGs.

I'm talking a fully fleshed out, open world RPG, with things like, a crafting system, skills trees, leveling up, looting and gear options, dialog choices, numerous weapons, interesting characters, engaging story, branching quest scenarios, exploration and unique/beautiful environments, off the beaten path hidden treasures, rich and engaging lore, combat system, customization and the whole nine.

The bolded parts are exactly what holds back an RPG. I feel like I'm playing a 3d board game with this and it does NOT help me with the immersion and/or gameplay wise as these 2 features a demandingly scripted and linear in their design approach.
 

Haly

One day I realized that sadness is just another word for not enough coffee.
The bolded parts are exactly what holds back an RPG.
You mean your idea of what an RPG is.

I feel like I'm playing a 3d board game with this
Some people enjoy this, really, the RPG genre owes its genesis to pen and paper games.

it does NOT help me with the immersion
You're not really looking for an RPG then, but some sort of cinematic game experience. Could be any genre if your most important criteria is immersion.

gameplay wise
Sorry, but depth of mehcanics definitely adds to gameplay. That's the entire point.

2 features a demandingly scripted and linear in their design approach.
No, they don't. Just look at Skyrim, you could tackle the content in just about any order you want and it had both leveling and skill trees.
 
I'd probably play more WRPGs if they had a Japanese setting because most WRPGs look ugly and dark. It's so offputting. Is it not possible put some vibrant colors in there?
 

Haly

One day I realized that sadness is just another word for not enough coffee.
WRPG with the aesthetic and thematic direction of House of Flying Daggers.

jizzzzzzzzz
 

li bur

Member
I'd probably play more WRPGs if they had a Japanese setting because most WRPGs look ugly and dark. It's so offputting. Is it not possible put some vibrant colors in there?

I've watch several feudal japan movies and it didn't really give me bright and colorful feel. The city might be lively, but there also many sorts of barren landscape.
 

Wiktor

Member
Funny because the Souls games were more or less consistently the best this genre+setting has had to offer for years now.

Dark Souls aren't really western fantasy. The basic set up might be similiar, but it's very clearly a fantasy filtered through heavy japanese lense. Even the creator admited most of his ideas camed from looking at english novels/albums when he was young and not understanding the language at all, being forced to make up stuff of his own solely based on few visual cues.
 
The bolded parts are exactly what holds back an RPG. I feel like I'm playing a 3d board game with this and it does NOT help me with the immersion and/or gameplay wise as these 2 features a demandingly scripted and linear in their design approach.

Well see, the thing is, not all rpgs have the same meaning of a leveling system and skills.

Those are general terms that gamers recognized as character grown over time through trials and over coming obstacles and the acquiring of new techniques.

I for one don't really care for the stat point distribution of a point chart. I believe that's just lack of imagination on their part or lack of resources to put in a better system.

Thus far, as far as character progression, I feel skyrim did this type of feature the best. Your character grew naturally by actually doing the action you want to get better at, as you would in real life. I feel a lot more rpgs needs to build on that as a foundation and build to perfect it even further in my opinion.

But i understand where your coming from. Spending time in menus trying to distribute points into skills your not sure if they're useful or not, but your somewhere a master at the skill even though you've never used it in the game thanks to spending "skills points".

It doesn't really make me feel like my character, earned or learned that skill. Like one second they dont know the skill, and then the next, now they just suddenly know, because a point was spent on a imaginary chart that doesn't exist int the game world. To me that never felt right and can take some out of the immersion.

I'd handle the character growth and progression similar to how skyrim did it with the physically doing it will make you get better at it over time, and going to dojos and teachers and taking lessons can help develop a particular combat style even further, but your character would have to physically do lessons instead of spending cash at a menu to instantly increase your progression bar like how skyrim does it, so the training would be interactive and take time to do.

Not not sure if I would even have an actual level up system in the game, I think it would be better if there were just natural combat style progression.

I would handle the hit points and natural character defense naturally too, by having your character's body become more and more "battle hardened" from the numerous times your characters body has endured being damaged and recovered from healing and thus the body getting stronger through sleep, rest, and eating.

The Body takes damage from battle, and heals up through medical herbs or medical specialist, and as the body sleep and eat, more and more over time to fully "recover", the body gets a little more HP when it wakes up from sleep every few times, Depending on a factor of damaged received, type of damage received, amount of food eaten, types and quality of food eaten, and the amount of sleep your character is getting and the quality of sleep your character is getting on a regular basis would determine HP gain and natural body damage resistance, or pain threshold.

This gives a reason for players to actually want to sleep and eat as it has a direct effect on your character body growth as far as HP and pain threshold(defense)

The perk, skill, or technique system I would do differently from skyrim also, than selecting them from a perk chart. I'd do something similar to the Shenmue route of learning a new technique, as you had to actually do the technique a few times after it being shown to you before you could actually use it in battle. As you the player, not the character had to learn how to pull off the technique with the controller.

In a game like this, I'd have it to where youd have to read a scroll hidden out in the world or given to you and do the skill a few times to learn a new skill or technique that way it makes exploration even more rewarding by finding ancient secret techniques.

or going to a dojo and taking up training in a certain combat style to increase that combat style progression and learning a new technique after passing a challenge or a certain dojo pression threshold.

Or by fighting certain boss like figures, you can actually learn a new technique to try by physically observing the boss character do it to you in battle, if your character's corresponding combat style progression is high enough to have the ability obverse and learn such techniques by simply watching them.

that's pretty much how I would handle character progression if I was to develop this game myself.

I would like to see more evolved character progression like that in video games and less menus with lots of charts and points.

Everything should be in the game, and be interactive by the player so the game is always being engaged by the player and feels even more apart of the world and as if you, the player is actually learning and improving naturally as your in-game character does.
 

Mortemis

Banned
I don't see the problem with a western studio using an eastern historical time to make a game and vice versa. If a developer has the creative vision to try it out I'll always welcome it. It doesn't need to be exactly like the history, its a video game not a historical documentary. There are things that'll be off putting like western stereotypes in a historical eastern based game but it all depends on how the Dev handles it.

That said I'd love a WRPG set in feudal Japan. Musashi would be a great protag. I wouldn't mind a Dev like CD Projekt red or the Fallout devs taking that on.
 
I recently fantasized with my girlfriend about a Souls game set in Asia. The architecture, the asian demons, the weapons, the armor and clothes.. it would be fucking great!
 

Hastati

Member

I keep waiting for an RPG conversion mod of this game. More than the battles, I always wanted to be a member of the world that I was building. It would be a lot of fun to play the game as a low-level samurai or even a member of the militia, going through day to day activities and occasionally being drafted into battle. Or perhaps you are born into the aristocracy or military rule, and spend most of your time engaging in dirty politics or strategic planning and debate. Would especially be fun as a rogue-like with hereditary character succession upon death.
 
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