Some games are succesful just by taking a tried and proven concept and making a good game out of it.
However, generating interest might work a lot better if there were actually something properly innovative in the game.
Age of Pirates appears to me to basically be the same as Pirates of the Caribbean with some things done better and some things not.
I gather the same applies to Sea Dogs, though that was a better game to begin with.
But to what extent should Corsairs 4 build on what was done before and to what extent should it be attempted to try something truly new?
And what could that "new" be?
Personally I believe there's plenty of innovative concepts that could be thought of that might work well with the game concept from Corsairs 1-3.
I would offer the following as suggestions:
- "Real" game world with actual characters with personalities and in which your actions have effects in both subtle (personal) and major (political) ways
- Seamless gameworld in which there's a minimum of reloading and not certain things, like going ashore or starting a boarding, are skipped over
- Officer/crew-interaction and this becoming a more important aspect in the game as you get command of bigger ships
- Gameplay as CAPTAIN, rather than SHIP at sea: you actually have to give orders and make decisions about the handling of the ship and your crew executes them
- A combination of partly fast-paced beat-'em-up style gameplay in the swordfights with the RPG elements of the rest of the game
The above I have, of course, already brought up in different threads, but I figured a seperate thread on the innovative aspects of the game might also be useful.
However, generating interest might work a lot better if there were actually something properly innovative in the game.
Age of Pirates appears to me to basically be the same as Pirates of the Caribbean with some things done better and some things not.
I gather the same applies to Sea Dogs, though that was a better game to begin with.
But to what extent should Corsairs 4 build on what was done before and to what extent should it be attempted to try something truly new?
And what could that "new" be?
Personally I believe there's plenty of innovative concepts that could be thought of that might work well with the game concept from Corsairs 1-3.
I would offer the following as suggestions:
- "Real" game world with actual characters with personalities and in which your actions have effects in both subtle (personal) and major (political) ways
- Seamless gameworld in which there's a minimum of reloading and not certain things, like going ashore or starting a boarding, are skipped over
- Officer/crew-interaction and this becoming a more important aspect in the game as you get command of bigger ships
- Gameplay as CAPTAIN, rather than SHIP at sea: you actually have to give orders and make decisions about the handling of the ship and your crew executes them
- A combination of partly fast-paced beat-'em-up style gameplay in the swordfights with the RPG elements of the rest of the game
The above I have, of course, already brought up in different threads, but I figured a seperate thread on the innovative aspects of the game might also be useful.