@Nameless one - done!
Current Extra List V0.5 (NtH) & (BtH) elements:
(still in discussion)
Nice to Have (NtH) elements:
Character Development
N.C01) (NtH) gain ranks, achievements, society status, reputation
N.C02) (NtH) character can be customized during character creation
N.C03) (NtH) choose profession, race
N.C04) (NtH) build equipment, alchemy
N.C05) (NtH) freedom in character development, i.e. no fixed classes
N.C06) (NtH) character development choices have an impact on gameplay
N.C07) (NtH) unique items are in the game or can be made
N.C08) (NtH) you have to choose traits
N.C09) (NtH) you can choose an alignment (good, evil …)
Exploration
N.E01) (NtH) you can find and recruit new party members
N.E02) (NtH) you can interact with items (combine or use for more than one purpose)
N.E03) (NtH) there are few artificial borders, you can reasonably go where you want
N.E04) (NtH) you can follow different paths to reach a goal
N.E05) (NtH) trading is balanced
N.E06) (NtH) looting makes sense (no shield on a dead wolf)
N.E07) (NtH) it is rewarding to explore the last inch of the gameworld
N.E08) (NtH) you can disaggregate items in raw materials
N.E09) (NtH) combat is balanced
N.E10) (NtH) combat works with multiple resistances (fire, ice, poison,…)
N.E11) (NtH) many different enemies with different tactics are in the gameworld
N.E12) (NtH) tactical combat options are available
N.E13) (NtH) enemy AI is good
N.E14) (NtH) combat free solutions are possible (bribe, flatter, intimidate…)
Story
N.S01) (NtH) Riddles are implemented
N.S02) (NtH) you can choose allies, enemies
N.S03) (NtH) predefined context, faction rules, laws, history… is written
N.S04) (NtH) you can reasonably do what you want when you want to do it (quest order doesn't matter much)
N.S05) (NtH) you can talk with NPCs about different topics
N.S06) (NtH) quests can be solved in more than one way
N.S07) (NtH) quests depend on each other
N.S08) (NtH) some quests rule others out (=> more than one walktrough is necessary to see all)
N.S09) (NtH) more than one game ending
N.S10) (NtH) dialog options are depending on stats, skills, reputation, alignment…
N.S11) (NtH) dialog is fleshed out
N.S12) (NtH) NPCs have schedules
Bad to Have (BtH) elements:
Character
B.C01) (BtH) Auto-Leveling
Exploration
B.E01) (BtH) Quest Markers
B.E02) (BtH) Hand Holding
B.E03) (BtH) to progress your characters repetitive grinding battles/actions are necessary
B.E04) (BtH) Loot overload -> every battle leads to tons of loot (unrealistic)
Story
B.S01) (BtH) pre-selected choice options
Current Extra List V0.5 (NtH) & (BtH) elements:
(still in discussion)
Nice to Have (NtH) elements:
Character Development
N.C01) (NtH) gain ranks, achievements, society status, reputation
N.C02) (NtH) character can be customized during character creation
N.C03) (NtH) choose profession, race
N.C04) (NtH) build equipment, alchemy
N.C05) (NtH) freedom in character development, i.e. no fixed classes
N.C06) (NtH) character development choices have an impact on gameplay
N.C07) (NtH) unique items are in the game or can be made
N.C08) (NtH) you have to choose traits
N.C09) (NtH) you can choose an alignment (good, evil …)
Exploration
N.E01) (NtH) you can find and recruit new party members
N.E02) (NtH) you can interact with items (combine or use for more than one purpose)
N.E03) (NtH) there are few artificial borders, you can reasonably go where you want
N.E04) (NtH) you can follow different paths to reach a goal
N.E05) (NtH) trading is balanced
N.E06) (NtH) looting makes sense (no shield on a dead wolf)
N.E07) (NtH) it is rewarding to explore the last inch of the gameworld
N.E08) (NtH) you can disaggregate items in raw materials
N.E09) (NtH) combat is balanced
N.E10) (NtH) combat works with multiple resistances (fire, ice, poison,…)
N.E11) (NtH) many different enemies with different tactics are in the gameworld
N.E12) (NtH) tactical combat options are available
N.E13) (NtH) enemy AI is good
N.E14) (NtH) combat free solutions are possible (bribe, flatter, intimidate…)
Story
N.S01) (NtH) Riddles are implemented
N.S02) (NtH) you can choose allies, enemies
N.S03) (NtH) predefined context, faction rules, laws, history… is written
N.S04) (NtH) you can reasonably do what you want when you want to do it (quest order doesn't matter much)
N.S05) (NtH) you can talk with NPCs about different topics
N.S06) (NtH) quests can be solved in more than one way
N.S07) (NtH) quests depend on each other
N.S08) (NtH) some quests rule others out (=> more than one walktrough is necessary to see all)
N.S09) (NtH) more than one game ending
N.S10) (NtH) dialog options are depending on stats, skills, reputation, alignment…
N.S11) (NtH) dialog is fleshed out
N.S12) (NtH) NPCs have schedules
Bad to Have (BtH) elements:
Character
B.C01) (BtH) Auto-Leveling
Exploration
B.E01) (BtH) Quest Markers
B.E02) (BtH) Hand Holding
B.E03) (BtH) to progress your characters repetitive grinding battles/actions are necessary
B.E04) (BtH) Loot overload -> every battle leads to tons of loot (unrealistic)
Story
B.S01) (BtH) pre-selected choice options
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