How to handle fantasy DLCs from now on

Joined
Jan 13, 2022
Messages
332
basically just make them hard magic. give them defined rules and limitations. they should have deep and complex lore.

also, all fantasy dlcs should be measured on a 1 to 10 scale on how divergent they are from normal earth rules. 1 = works just like earth, 2 = has one minor change, 10 = almost everything is different save those needed for the genre. this is to gauge just how much of the game the player needs to relearn.

some examples:

Lord of the Rings: 6, morality is engraved into the universe's workings, magic exists but its rare.

JRPG world taken seriously: 9, hit points exist, you can revive anyone anytime unless when it's plot relevant, 8-year-olds can take down dragons in close combat, etc

Full Metal Daemon Muramasa: 4, flying samurai power armor exists, but all duels are still ended in a single stroke.
 
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