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Gift of Hedone: NPC & Exploring Incentives

Hello you wonderful deviants,

One thing I personally struggle with when playing a game is wanting to actually spend time talking to NPCs or maybe exploring bookshelves etc.

Maybe I'm alone here, maybe I'm not - but what would incentivize you to want to explore random shelves, or speak with Random NPCs beyond some possibly quirky dialogue or Lore.

Please feel free to also make suggestions, below is just what I could think of. 
Feel free to select multiple

EDIT: I thought I selected the option to choose multiple but it turns out I did not, and unfortunately once live I cant change that. Im sorry about that.

Comments

Thank you so much for the feedback Plantbro, I really appreciate it!

Jiggly Pixels

Since i can't pick more than one i say i like all those options really, except money which should fall under "piece together Treasure locations". XP should be rewarded for any book read (not a lot but it sums up) and the given options are spread more or less equally over books/NPCs.

PlantBro

I really appreciate you taking the time for providing the feedback, its really helpful!

Jiggly Pixels

Thank you so much for the suggestions and feedback :)

Jiggly Pixels

Thank you so much for the feedback, I really appreciate it!

Jiggly Pixels

Its kind of a non-answer, but i feel like blending them in different ways depending on the NPC is a good way to make sure the player never knows what to expect when talking to a new character. That said, that’s probably a much more difficult thing to do, and as more of a game enjoyer than developer, i wouldn’t know how.

GuyWhoGivesNerdsMoney

Maybe take a split of the top three votes, so that we can really profit from it. And try to balance out the dialogues, maybe to a maximum of five sentences or so? And obviously repeatable if possible as long as it isn't quest relevant (but only a one time reward of course)

Innosuke_Dmk

I like all the above. There should be an incentive to explore the world and learn about a town. In Pokemon games, you get random battles, and find items. JRPG you usually get clues and details to where you need to go. In open world would games like (Skyrim or Harry Potter) you find side quests or maps to clues to some great item or dungeon. Definitely all for things that immerse in the world of an RPG.

Akiemj

Maybe through Lore you learn - you piece together Treasure locations Getting Resources (For Crafting/Summoning) Passive or Class Points (to help with upgrading) that would be my three

Jr Paul

Yeah I'm not sure what's happening with this poll as I did select the option for multiple selections. But really appreciate the feedback!

Jiggly Pixels

I'm sorry about that, appreciate the feedback though 🙂

Jiggly Pixels

Thank you so much for the feedback, definitely something I'd need to give more thought so the suggestions are really appreciated!

Jiggly Pixels

I really appreciate you taking the time to provide this feedback Hero, it really does mean a lot!

Jiggly Pixels

Appreciate the feedback 🙂

Jiggly Pixels

That's strange, what would you pick if you could pick multiple?

Jiggly Pixels

Appreciate the feedback Josh!

Jiggly Pixels

Thank you so much for the feedback and suggestion Jan, it means a lot!

Jiggly Pixels

Always enjoy to see you comment Giullo your feedback is greatly appreciated!

Jiggly Pixels

For me in rpg i tend to skip the dialogue after a couple of sentences because either is too long or it doesn't say anything useful i kind feel bad about it cus i like the lore, the best way i think is too keep it concise and interesting i like the idea of giving hints so you have to keep the attention (i would love a dialog log as well cus my memory is shit) for the exploration part i can't help you cus i love to explore every nook and cranny of the game but i still hope this comment was useful

Giulio Tavano

in my mind I think it should be multiple of these. in a Dungeon crawl RPG you explore every inch because of the possibility of loot lore and EXP. also personally making a objective quest achievement list for 100% completion is also solid motivation like a list on main menu that tracks how many NPC I've talked to and maybe books I've read

Jam

Resources and class/passive points would be a huge incentive to talk to them

Joshua Young

It only lets me select one unfortunately

Jr Paul

All of the above

Hunter

Honestly, a mixture of all of these ideas would make for an interesting incentive to exploring little things and talking to NPCs. I'm one of those people who talks to every NPC and explores ever crevice of a map. Among the options available, if all were considered, some can be utilized more than others. Ultimately, this would much more taxing to implement but it can add alot more intricacy to the game I feel. P.S. Keep up the great work! 😍👍

Blood Of A Hero

Kind of torn between class upgrades and making fights easier It really depends what „making fights easier“ means. If it‘s just „do more damage take less damage“ it would be kind of underwhelming Maybe if it enables parrying or blocking certain big attacks i‘d be more inclined to choose the latter. Tho i like the idea overall 👍

Karnamana

I can only choose one via the app but I'd choose all and have it based on npc type or interactable type

Cory Spinks

I can only select one. Usually I like to explore more if it means I gain something good. Maybe some rare loot or something that will help me or experience/money so that I can upgrade/buy stuff

SairentoKangi


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