Epic battle climax!

Related to the discussion about how to make hopeless PvP defenses a bit more epic and fun.

Music

- Develop a system similar to Lucasarts' iMuse (music tunes dynamically adapting to the situation in the game). The zerg approaches and you are outnumbered, and a special epic badass music starts to play.

War skills

- The Horn

Mechanic: This is a commander skill. It can only be used when the team in a zone is outnumbered. When used it works like a simple trigger, enabling the "Braveheart" skill on all the players in the same team and in the zone. The horn is also a huge physical object that cannot be transported, so a commander must reside at a castle in order to use it.

Metaphor: The horn is played and its deep sound will be heard through the valley. You hear the sound, your realm is calling you. Fight for your realm!

- Braveheart

Mechanic: after you hear "The Horn" your "Braveheart" skill lights up ready to be used. When pressed your character is locked into place, building up a morale boost that enhances your stats. If you are hit in combat you'll be interrupted. This "buff" has a cap, so once filled it won't pass that limit (you get the visual cue of a bar filling up, so you always know the status of this buff). Around five seconds to go from zero to cap. Your morale will then slowly decay over time and go down every time you deal damage, proportionally to the damage you deal.

Metaphor: You hear the calling, your realm is calling everyone to arms. Your character rises his fist into the air (animation) and SCREAMS THE HELL OUT OF HIS LUNGS (sound). You are answering the calling. In a castle "The Horn" is played and all defenders answer the call by screaming at unison.

Re: Epic battle climax!

Are you thinking of having morale as a persistent meter to be monitered or just something cool in the background? I can think of endless other way you could boost morale. Drinking, getting crits, making a kill, even it's in the background the player could feel a sense of morale building in themselves if tuned right.

On the downside it's really just a buff that decays and is activated by an event. I'm sure it would take about 2 minutes to make a buff in WoW that follows this behaviour. Buffs that decay when attacking + Alterac Valley buffs, hell they even have a thing that makes you roar when you cast a spell.

I seen lots of talk about music systems like you describe and it's been done in a few games in the past. In Metal Gear Solid the music would fade between different tracks based on the alert status of the enemies. Elaborating that to focus on the number of enemies is something that I've not noticed in a game yet, but I could definitly be wrong. The real goal is to have the music reflect everything. The 'zone' your in, nearby landmarks, what's visable in the distance, where your going and the urgency and maybe even morale. If your moving through a peaceful forest and go over the top of a hill to see legions of troops kilometers away marching in formation the music should be able to emphasize what your feeling whether it be shock or delight.

Re: Epic battle climax!

Are you thinking of having morale as a persistent meter to be monitered or just something cool in the background?

Nope, that idea is detached from any kind of context. It's just a way to prove how you can add fun mechanics to those kind of situations that are usually frustrating and dull.

It isn't anything revolutionary but none of my ideas are revolutionary. I just aim straight to basic principles and goals I have. I like manipulating the structure of a game and put every element where it belongs.

In this case it is another example of game design "from within". I didn't think how to "dress" a buff. Instead I pictured those movies where a group is facing an epic but yet hopeless battle, and you sympathize with them. LotR movies have plenty of these, same for "300". I identified a core element in the "morale". So the sound of the horn, the people yelling at unison to feel themselves "as one". Those are basic patterns that I've then brought to the game.

A game doesn't exist on itself. It must re-capture something we all share. Something familiar. If the game doesn't create that kind of bond, then it won't work.

I seen lots of talk about music systems like you describe and it's been done in a few games in the past. In Metal Gear Solid the music would fade between different tracks based on the alert status of the enemies.

This is something that truly annoys me in Oblivion. I know I'm entering a fight even if I don't see anything on screen. Just because the battle music starts and you know something is incoming.

Elaborating that to focus on the number of enemies is something that I've not noticed in a game yet, but I could definitly be wrong. The real goal is to have the music reflect everything. The 'zone' your in, nearby landmarks, what's visable in the distance, where your going and the urgency and maybe even morale. If your moving through a peaceful forest and go over the top of a hill to see legions of troops kilometers away marching in formation the music should be able to emphasize what your feeling whether it be shock or delight.

Another of my ideas follows a similar path.

But it would require to consider the music as a game system in itself and develop it appropriately. While in general music is outsourced and not really thought to be a cohesive element of the game. Have you ever seen a musician part of a mmorpg live team? Yeah, innovation is this too ;)

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