But what I have been percolating on in the back of my mind was my ideas on monster design for the game. One of the things that I tried to follow in the last version, and which I want to continue with this new version, was the idea of having "naturalistic" monsters. I want my game world to have a more mundane feel to it than the typical high-fantasy game world, so I am going to try to closely model most, if not all, monsters in the game after real-world creatures. There will be "giant" and "dire" versions of normal animals, but there won't be dumb (yet adorable) happy-faced slimes, for example. Too many RPG monsters are weird just for the sake of being weird. I want to go the opposite direction and have the monsters seem like a natural extension of the environment.

(Shown above: a sample animal foe (not one of the magic-altered monsters). It's a large flightless bird, between the size of a man and a dog, with a nasty bite attack. I'm debating calling it a "Peppered Quailtard" in honor of good ole Dick Cheney, but that little bit of fun might break the game world immersion too much. The problem is that "Quailtard" is such a great name for a bird-monster that I'm having trouble coming up with an alternative. It's as good as "Chocobo." Suggestions? Or should I go with "Quailtard?")
No comments:
Post a Comment