Funny, because it reminds me of a very early game on Amstrad - a time when all games were either simplistic action or exploring screen after screen with text action, here : the latter style - :
To get past the very first screen, it took my brother and I THREE MONTHS, because we didn't speak English very well yet and the first scene was on a ship's deck and we really were at loss at what sentence was to be typed to get further...
The sentence was : "CLIMB DOWN LADDER"
Jewels of Babylon!
Here's a demo for an "it might actually get finished" Elfquest computer game. It's unplayable (though Cutter, the player character, is in there, if you wait a few seconds), and it needs performance tweaking badly, but it's a good illustration of what you can knock together with Flash in an hour or two.
The idea is basically a simple sideways-scrolling hack and slash with some light RPG elements, based on the silhouettes-in-the-dark-forest theme.
The idea is basically a simple sideways-scrolling hack and slash with some light RPG elements, based on the silhouettes-in-the-dark-forest theme.[/quote:139afa9c12]
Yep, I saw it and it's not much more than that, indeed...
However, the "many-layers-moving-to-simulate-the forest" works well.
Now, I encourage some people to google for Shadow of the Colossus.
Then, please come back here and discuss...
Wow, finally found the "subscribed threads" button and found this way at the back of the pack. It also said Tymber was the last to post, but he even pulled his posts here. Wish I would have seen what he said.
Anyway, had a thought and a question. First off, have you explored the thought of a video game at all in the last three years? My thought was, whipe it would be AWESOME for any game company to put out an EQ game (and it will happen, probably in the worst way possible after seeing so many "movie based games"), what would stop someone from throwing together a flash/java/html/etc game on a web site, just for fun? I figure as we've been talking about card games the same principles could apply to a simple game a fan could throw together.
I think it would be a great idea, but how much is involved in "throwing together" a game?
Depends on the game, how involved it is. PC would know better than I what even simple games these days take. When the card/board game is done, if PC doesnt want to revive this thread and head the project (his thread after all), we could play with putting together a text (with images) based HTML game like I used to play online ten years ago. Worked like those "pick your path" books where it gives a story chunk and you decide what to do next, or with a little more work, could even make an online version of one of those old text games. I havent kept up with my programming skills the last.... Decade or.so? And BASIC doesnt carry over to the internet very well. Anyway, I should leave this to PC, as the things Im talking about arent really concidered "video games" these.days.
Well, im currently bitten by the EQ Game Bug again, AKA: "Im bored and want to have something new and EQ related to do, but dont want to dump everything Ive worked on the last year, so Ill roll it all into one thing" bug.
So, Im posing the question again: anyone interested in a game? What do you want to see in one (what would make you want to play)?
I keep seeing posts on other areas of the internet: "An Elfquest MMO would be awesome!" but few have actually made suggestions toward such an endevor.
Ill be recompiling the various discussion threads (this one and the "card game" threads). As well as trying to find more on other forums on this topic. Any other threads or info you know of on this topic would be helpful.
Years ago, there was a PDF of a proposed Elf Quest MMORPG (Massive Multiplayer Online Roll Playing Game, like Rift or World of Warcraft). I am trying to find that again if anyone knows where it is.
Does anyone know anything about the Elf Quest MUD that was around many years ago? It was called "two moons MUSH" but doesnt appear to be active anymore.
Finally, as to how the game would look to the people here: I dont know if it would necesarily be hosted on this site, but the game engines I have been looking at are free to use commercially, and other than permissions from WaRP appears that it will be free. currently, unless others have better ideas, after looking at some of the games produced similar to this and comments on this thrrad and others, im looking at doing a social/ adventure type shell, where various rolls will be allowed, and various dynamics will parallel that found in the story, however certain liberties will be taken to keep things rolling.
As Im forgetful, im jotting down a few notes. Feel free to comment.
Recognition: an equasion will be set up based on the character's history, race, activity, interactions, and other things that will determine if recognition is flagged in a given interaction. Mind you, racial and tribal differences will cause the "recognition" to appear differently (humans and Trolls dont recognize, but a modified version of this equasion will determine if offspring can occur)
Not certain, but with as small of a group as I would guess would play (less than 100), it might be possible that at a certain point new members would be "born" into the game, as a result of the recognition part mentioned above. The only issue will be that this requires (to a small extent) player input and we dont want a new account to take more than 24 hours to be playable. (some delay is necessary, for screening purposes, but not more than 24 hours should be necessary). one way to control this is that at least one pair might be recognized for every tribe (race), but a 'birth' only occurs when an nee member signs up for that tribe (race), or NPCs might have to fill the spaces if all else fails.
Generally, any player can do any thing within limits of their chosen character. They can play games, complete quests (such a a Digger Hunt), or whatnot to gain expirence, which they can develop their character with.
Not sure if Magic will be random like recognition, or selective, but once a character is generated it is set in stone (no do-overs). Skills or magic can be developed over time, though, and 'neighboring' abilities might become available later on. Additional abilities might be awarded later as well. (example: Troll starts out as a miner, but after increasing his mining ability might be able to also prospect, explore, or process ore. A healer might learn to shape their own flesh or the flesh of others, or learn to heal other races)
Most abilities will be available to most races /tribes in some form or other, though it might be in physical variants of magical abilities (and vise versa), according to rules similar to those described in the Eragon book series: Magic requires the same effort to do something as the task would take by other means.
A way to look at it would be a split between what I understand Second Life and Rift to be, though I cant be too sure of that.
As the game is intended to be free, and characters' initial abilities are fixed, a person is not going to be limited on the number of characters they can generate, however there may be limits as to how many characters are allowed to be played at one time, and if characters can die (permanantly).
If characters are not forced to be able ti die (as in no start overs if you die in a quest), a setting might be allowed: "allow my character to die"or "kill character" as a way to 'delete' characters. As the game might end up laying out as a story (a 'scroll' will be availible to read by anyone), character death would be a natural progression. Death as a dynamic is a key feature that needs decided on (allow a character to die in a quest, respawn and try it over again, or you get one shot, and if you die that character is dead according to racial ability (preservers might kot be able to die but cant do much, Elves go to the Palace when they die, Humans and Trolls might be remembered in song but they are pretty much just dead). Depends on the rest of the game.
Even if death is final, i fugure quests (and other things) should have a range of difficulty and a range of danger (or non-danger, for that matter, a digger hunt has no implicit danger), and also a range of goals and prizes (loot) for completion, but rarely should one be fatal, except in the modt extreme of cases, when a player should kniw better. In other words, there will be an 'out' (escape) if it becomes obvious you arent going to complete a quest.
Quests will vary in goal, difficulty, and whatnot based on the current state of the game, and number of players attempting a goal.
Not Quests arent the only thing a player will have to do, nor will a player have to completr quests, they are just an example. A character can simply just ' stay home' or run a shop or whatever (depending on how much time I have to put rolls together. It also depends on how much 'from scratch' the game engine used is, if that makes sense.
If anyone knows of open source (GNU) doll maker software for character making, post lonks.
First off, after re reading the thread one more time, I hope that when a movie driven game is developed the company reads this thread. So many good ideas and points!
That said, my goal, posting here for no better reason than I didnt want to start another limp thread and this one seems to have died, is to just have some fun with learning game design, and want it to benifit the EQ fandom if it can.
Therefore Im not even going to attempt to worry about mind blowing graphics. If Im lucky I might get some good custom areas (father tree, blue mountain), and vaguely recognisible characters.
Still researching engines, but isometric cell shading is looking promising, mostly because of the cross platform support and ability to be played through mobile devices (one has facebook support!)
As such, not super duper graphics. Sorry!
One feature Im looking at is having a zelda-like interactive world map, with zones that can be entered with higher detail (as if zoomed, but in cell shading it just takes you out of the world map and puts you in a zone map).
Well, still looking at software. in the meantime, here's a nice article on the subject of MMO creation (and it follows some of what has been said here):
Having just realized that this might just be another thing I got excited about and won't do anything with, and that I'm mucking up someone else's thread, and that few people probably care about it anyway, I'll knock off posting.
I would like to know if there is still some interest in a game. I'm making it for fun and to learn, but I can make it available if anyone wants to play a game. Also, if others might be interested in it I might be willing to spend some money on some software that will make it look more finished and completed faster (the one I'm looking at is $60 and all you have to add is graphics and rules).
As this will be my last post on this thread unless replying to someone else, PM me if you are interested in working on this project. Biggest issue is character image generation. Pretty much everything else I can eventually come up with. I'm sure my elves and preservers and trolls will leave people wanting something better, though.
Somehow I thought of simulation game, close to the Japanese visual novels, when you have a little bit of an action, a little bit of adventure and strategy... and a hundred different endings depending on the course of actions during the game)
I would love it.
Game is in the works if you have input or want to help!
Good to see an "old timer" back around here, welcome back!
Would you be ok with a similar interactive experience, say one that you could seek out your fate on the World of Two Moons with dozens (hopefully more) of other ElfQuestors?
I am still learning the ins and outs of the game engine, but I am hoping that there will be an ability to construct a story of what is going on automatically, that those with "storytelling" ability would be able to tap onto later and retel what happened in the past.
That would be quite a feat, though. Right now graphics are a big stumbling block, as well as organizing all the notes from the ladt year and everyone's ideas that have been presented so far (even if those ideas were geared toward other game projects that didnt come to completion).
Looking for artists. Im using place holder images in the meantime. I thought I was going to be able to do the graphics better than I am by myself, but its not going fast enough or good enough for now.
This sounds fun! I would love to play. I am no artist though, but maybe "advertising" more clearly for some would help?
Good luck with the progress, and keep us posted!
About time I illustrate what I meant about what wonders Team Ico could produce :
that would be great!
i rather like the idea of a mass player game...just because then you get to react to each other and see those reactions. what the general point would be, i have no idea...but it sounds fun to me.
I would love to see a set of Elfquest Lego games. *grins* The Lego games have done a pretty good job at creating fun, highly replayable games without dialogue...they only just started getting into voices. They've adapted Harry Potter, Batman, The Hobbit, Lord of the Rings, Marvel comics, Justice League, every Star Wars movie, Pirates of the Caribbean, Indiana Jones...I've played most of them, and they're all awesome. AND most of these games have a huge cast of characters to unlock, each one fitting into a handful of basic types. Elfquest would be great for that. And they have some pretty obscure unlockables...imagine being able to play a little Lego version of the Baker in the Sun Village. :D
A game made with RPG Maker would also be great...very old-school Final Fantasy. Battles could be made more interesting by modeling them after something more tactical, like Fire Emblem.
That's just single-player, though. An MMO would also be fantastic...but I would want it to be more realistic, high-quality graphics than a Lego game or RPG Maker.
In terms of the point? Adapt previous stories. Either the main stories, or the BotC novelizations, Hidden Years, etc. An MMO would be harder, I think, but it could still be done with previous stories. Maybe a custom character creator, and you're inserted into the appropriate tribe...play and fight alongside canon characters in different battles...against Madcoil, against the trolls, for (or in defense of) the little Palace, against the Djun...or just in hunts or training or mini games of taal or something.
If you were going to make a game out of Elfquest... I think you would need to generalize the story. For example- as a player, you could make your character... but not be one of the main characters. But you would start with a basic elf body- and choose your characteristics (hair, eye color, clothing, weapons, etc). Then, you would choose a tribe- one of the four: Sun Village, Wolfriders, Go Backs, or Gliders.
This way- the game could be multi player or single player.
Each tribe would have it's own, individual agenda (and mini quest) to teach the game-play- until everyone unites in a larger quest. For a single player game: The Wolfriders- would have to fight the humans, escape the burning forest and cross a desert and find the SunFolk. The Sunfolk- would have to fight off the Wolfriders, maybe endure a Zwoot stampede, and you (their champion) would challenge Cutter to a trial of head, hand and heart (not for Leetah- just as a ritual welcome). The GoBacks, clearly, would have to hear the call of the palace, fight for the palace and establish their lodge. The Gliders... maybe you are one of the chosen eight. You would have to learn to fly the wild birds. Go through a series of tests to be inaugurated into the "Chosen." You could also explore the mountain- read the egg- etc.
Then, the quest would start (multi-player or single). If you are a Wolfrider- it starts when the humans arrive. (Skywise gives you the lodestone and you leave with Cutter). If you are a SunFolk- it starts when the Wolfriders leave and Savah's spirit is stolen. (You leave to follow Cutter). If you are a Glider- it starts with the arrival of the Wolfriders. If you are a Go Back, it starts with the arrival of the Wolfriders.
And from there- you make it up. The entire goal is, collectively, to find and reclaim the Palace. That's it. You wander anywhere you want through the territories- desert, forest, forbidden grove, Olbar's village, Nonna's cave, Frozen north- whatever. Or maybe the territories represent different levels? Either way- you are trying to get the castle back for all elves. You have to locate it and fight the trolls for it. If you win, end of game 1.
Game 2 goal? To awaken the Palace and master it.
Sorry- that was just off the top of my head. I was just thinking, though... one of the things that makes a video game fun is that you, as the player, get to be the main character... you get to discover this world that you venture into. You unlock puzzles. You fight bad guys. You discover new lands, new characters, etc...
The thing about Elfquest is that you already have this great adventure, fully fleshed out, in the comics. You have all these wonderful characters. You have the story already complete. And the people who, initially, would want to play this game would be your existing fans- they would have read all that. To simply replay the same story you already know would be redundant- but more, it would kill the challenge of the game.
I think you would have to keep the basic premise- get the Palace back- but let go of the story. You would want to keep all the characters- because part of the fun would be interacting with those characters as a player- but delegate them to back-seat. Game players these days like to create their own avatars- much like the elf avatars on this site. That player avatar would have to be the main character and be able to make all the discoveries, within the Elfquest world and story, as if everything was new. And if you want people to play multiple times, then the story of the game would have to be able to morph and be slightly different each time.
I disagree, in part. I don't think the story needs to morph and be slightly different each time. I could see that for an MMO, with expansion packs and updates, but for a regular, single-player console game? The story can certainly stay the same. If you want variety, starting from different tribes would be a good method. Thinking about Dragon Age here...you get a different start depending on which race your character belongs to. Maybe you'd have different things to do in the first half, or first third, based on what tribe you started with. Start with a Glider, maybe you get a little backstory on the founding of Blue Mountain. Start with a Sun Villager, maybe you travel with young Savah and her family across the desert. That sort of thing. The only problem is that the game would have to converge somehow...each alternate tribe story would need to end at the same spot, then the game continues. Each tribe could also unlock particular quests...optional quests, of course, but like..."this quest can only be completed by a Wolfrider." Or collectible things that can only be reached by a certain tribe. Only Wavedancers can swim deep enough to get that chest, only Go-Backs can brave the cold long enough to get to that hidden object. So you'd never be able to get 100% completion without playing a character from all the tribes. After that, the story would be the same, but it sounds super replayable to me.
I definitely agree about character creation. We certainly do love to create our own elves. *chuckles* I would still love to see an Elfquest Lego game, where you get to play as canon characters...but all those have a little Lego character creator so you can play as your own character too. :D
I agree with Lunakat's approach, but a part of the potential players would also probably like to play known characters.
However, it's true that it's great fun CREATING characters, with all the possible variety of looks and ways it implies, and the choice for the term "avatar" is more adequate than most old-fashioned video games players like me would even figure.
The key would perhaps be some system where the environment exists, where things happen, and where the characters have to interact with it all, to survive those events, to cope with them, to build with them. Not mere "quests", but a large set of events.
Think about it though- if the game follows the story... that's actually boring for anyone who has read the comic, because you know how the game is going to run. If it generally happens in the world of the story- and there are similar elements- and a similar goal... but the storyline is more open- that's going to be more interesting. Like- I think you should be hitting all of the important points in the story- the desert, the forbidden grove, blue mountain, the frozen mountains, troll war- tunnels- etc. And the goal should be the same- ie, the Palace. But how you play that out should be more open. It shouldn't be necessary to follow the story plot exactly.
People who like Elfquest have always played around with creating their own characters. The fictional universe of the story well allows for that.
I don't mean it needs to follow the comic's plot, just that the game doesn't have to be ever-changing. Though I think using the comic's plot would be just fine; they make games based on movies all the time. *chuckles* They can add in things to make it a little different...like your suggestion that a new character go through the Head, Hand, and Heart trials, but re-using major events would be cool. Or it could just do alternative stories...like my suggestion about the early days of Blue Mountain.
You would definitely want it to be something that someone who has never read Elfquest and someone who has repeatedly read Elfquest could both play and enjoy.
Have you seen the telltale games? An Elfquest Telltale game would be amazing.
I'd be happy to see it done in the genre similar to the Witcher for example... good story, side missions, battles and lovemaking ^))
Guys, guys! Two words: Lego Elfquest.
And , fwiw, my husband and I greatly enjoyed playing through the stories in the Lego Star Wars games, even though or perhaps especially because we were playing the movie plotline.
Tam said: I would love to see a set of Elfquest Lego games. *grins* The Lego games have done a pretty good job at creating fun, highly replayable games without dialogue...they only just started getting into voices. They've adapted Harry Potter, Batman, The Hobbit, Lord of the Rings, Marvel comics, Justice League, every Star Wars movie, Pirates of the Caribbean, Indiana Jones...I've played most of them, and they're all awesome. AND most of these games have a huge cast of characters to unlock, each one fitting into a handful of basic types. Elfquest would be great for that. And they have some pretty obscure unlockables...imagine being able to play a little Lego version of the Baker in the Sun Village. :)
So that's two votes then. Can we get some more? :D
You're so right! Maybe it would be a good way to hit the mainstream? Aren't the lego video games a WB IP? Now that The Hobbit is done, maybe they'll come back begging for some EQ love.
I know I'm obssessed with Elfquest going mainstream, but I just devoured the BW Dark Horse Collection and bought two huge EQ collections from some serious fans online in just the span of a week. Elfquest has revived my faith in comicbooks, and I feel obligated to making this masterpiece of work known to the rest of the world :)
Brandnewfan said: I know I'm obssessed with Elfquest going mainstream, but I just devoured the BW Dark Horse Collection and bought two huge EQ collections from some serious fans online in just the span of a week. Elfquest has revived my faith in comicbooks, and I feel obligated to making this masterpiece of work known to the rest of the world