I was thinking about this for awhile. What if you have the option to due story quests to take your parafolk on adventures? Of course make it optional; whatever its solving a crime, finding romance with a story quest npc, or maybe saving (or taking over >:) ) the world. If you complete the story quests you can earn rewards, paralives money for your parafolk, etc. I don’t think it’ll be on the game but its a random thought lol.
Nice idea, this would change the gameplay completely. A good option for people who would like to play a different type of game for awhile to switch things up a bit. Although I think that the game will offer a lot of gameplay to prevent boredom.
I think this sounds like a cool idea! Maybe as a nice way to streamline it with the open world aspect of the game, they could come in the form of more short term lifetime wishes? Like you pick a goal, whether it’s learn how to cook, or build a friend group in your new hometown, or start a family, and then maybe there is either a linear series of normal tasks, or a web. So, for example. If I pick a goal of “find a partner,” then maybe I have a choice of the first checkpoint being either flirt with one or two Paras, ask a friend to set me up, accept a date invite, or make an online dating profile. Maybe after that, to reach the next checkpoint, I need to either go on a date, or build a romantic repoire with one para Up to a certain point. And then maybe I need to go on a certain number of dates, or kiss the person, or smth. And then the final checkpoint is to start going steady.
Another way “quests” could come up would be in interactive workdays. That would be a good way to make careers more involved. So for a teacher career, maybe there’s a certain way the day progresses. I need to teach a lesson, and maybe how good my para is at some skill like being well studied or being charismatic could impact how well she does. And then, I have to keep the kids wrangled in for lunch time and recess. And then more lessons, and then aftercare, and then grading time.aybe helping students with schoolwork, giving good lectures, interacting with them, working extra hard and making friends with coworkers could help me get better performance reviews. Making this both robust and manageable to put in the game could be an interesting balance to strike, but it could really add a lot.
I could also see some items having a short questline to them. Say, for example, maybe as a random event you find a wallet on a park bench. Maybe you can either take it to a cop, steal it, leave it alone or bring it back to the owner. You could get some loot, or maybe start a spontaneous friendship with the person you’ve helped. If personalities are maleable and change with how you interest with the world, this could be one avenue for that shift. If you steal it, you become more selfish or dishonest. If you return it, you are kind. Other examples of this could be a stranger asks for directions. Do you ignore them, help them, or point them in completely the wrong direction for mischief’s sake? Your grocer asks you to donate your change to a charity. Do you donate to the puppy protection fund, the books for every child fund, the human rights international association, or not at all? Maybe dates have certain objectives like flirt some, make your date laugh, find out something about them as a person, and do an activity together.
There’s a lot of possibilities for this and I have a feeling something like this will wind up in game, I’m curious to see what form it will take.
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