Top 5 Things You Didn’t Know About Classes in Lila Dreams

First, a disclaimer: The things listed here represent my ideal implementation. What the actual implementation and form of classes turns out to be may differ from what you read here.

In other words, we’re going to try and implement all of this stuff, but we might not be able to or we might find some changes that are more fun during the process. Don’t be surprised if the game is a little different from this plan.

1. There are classes in Lila Dreams?

I haven’t really spoken much about specifics, but I thought I would reveal that there will be character classes in Lila Dreams. [Edit: After this post was published, I changed the term "class" to "role" in the game design, so what you might think of as "classes" in many MMOs would be called "roles" in Lila Dreams. Henceforth, the confusion shall be minimal! (I hope. *gulp*)]

These are maybe not what you’re used to, though. We’re not talking about monolithic, long-term classes that require months of dedication like in World of Warcraft or many other MMOs like it.

Which leads to thing number two that you didn’t know…

2. Classes are dynamic

Your character will be able to play any class that you are in the mood to use. This has some neat effects:

  • You will never be unable to play with your friends because they “don’t need another healer in the group.” You can switch to any class very easily.
  • Specialization is possible, but not required. If you get bored playing one class, there’s not a lot of investment necessary to try another class for a while.

But there is some investment necessary…

3. Classes must be unlocked

Each class must be unlocked by performing a set of tasks for a teacher. This is to:

  • Limit player information overload by not giving access to everything all at once.
  • Give new players high-reward, immediate goals to work toward.
  • Each class “quest” (I hesitate to use that loaded term) serves as a tutorial about the class.
  • You get a taste of the kinds of activities the class will perform to judge if you will find the class fun to play.

Once you’ve unlocked a class, you need to know that…

4. Classes come with baggage

In this case, “baggage” refers to the abilities, stat modifiers, and Perks/Quirks associated with a class. When your character plays a specific class, these various effects will apply.

You might gain some abilities, be restricted in the use of others, get bonuses with some equipment, penalties with others, and so on. There are a lot of factors that a class can apply to your character.

And all those factors lead to the realization that…

5. Classes are contextually constrained

The idea behind this is that class capabilities are determined, to some degree, by the current environment and things nearby the character.

This is to introduce unpredictability into the strategies used while playing a class, so that it doesn’t become a matter of simply min/maxing the best gear and abilities. You will also have to consider constraints or benefits of your surroundings during play, which I hope will bring in a fun layer of unforeseen conundrums to wrangle!

* * *

So, that’s a brief summary of my plans for the class system. There is, of course, a lot more to it, but I can’t let all the cats out yet. :)

Tell me something I don’t know

Got cool ideas for classes you think fit into Lila’s world? Let’s hear it!

41 comments ↓

#1 Oneir on 05.20.08 at 3:45 pm

I like the sound of this, especially if we get some of the neat look and feel of some of the rest of LD. I do have two questions, though.

1) By “quirks” do you mean a negative effect (IE, opposite to a perk) or do you mean “random” side-effects, not necessarily bonuses, just different.

2)What sort of thing do you mean by the environment changing how you have to play? Like making your abilities wonk out or more/less powerful or have strange side-effects or what? Whatever it is, sounds cool.

So then… ideas.

Well, whatever they you’ve got a much better set-up for non-standard classes than, say, mythos (mythos.com) which keeps running into fans suggesting fairly standard class designs but with cool names to fit the feel of the game. That in mind, what really works as a class?

(Lemme know if I’m mistaken about some element of the Lore of Lila, I may be wrong, it’s not my game)

The character in LD are constructs in Lila’s mind… or figments of her imagination… or the invisible imps telling her to do stuff, whatever, each embodying (or at least supporting) some chunk of her psyche or development. This being said, if classes give abilities but aren’t part of the foundation of the element the character embodies (though they could, I guess, allowing you to change major or minor allegiances with varying degrees of effort) then they need to be *related* to the character’s emotion but not *be* their emotion. But if we have a varied set of emotions beyond “nice” and “mean” then we can’t reasonably expect the Devs to make a big list of classes for each emotion in fitting with the “not limiting your playstyle” bit (well, we could, but then we’d never get to play it).

Now, I don’t know exactly how you’re going to divide up the emotions: there might be one emotion for each possible character trait or more general stuff like “fear”, “neurosis”, “confidance” and “inner-strength”. It might be what you choose at the start or be based on what you do in game (or, as I noted above, could be based on your class, but that doesn’t sound like it fits as well). So I don’t know what I can say without suggesting a class that steps on one concept or another’s toes but I’ll do my best.

1) Puppeteer/harlequin: moves and attacks with an exaggerated, clownish manner (mainly in their abilities, though the class could change their animation scheme). Their abilities are equal parts mischief, wonder and mystery, blended with what emotions they support: be it awe or a fear of clowns. Abilities would include different puppets and skills inspired by clowning (over-sized hammers and fire-breathing and the like) and could be darker for the less savory parts of Lila’s subconscious.

2) Secret-finder: Dusty but good humored, they dig the deep places of Lila’s dreams to uncover things she’d forgotten (or like to forget) or bury things she doesn’t want any more. Whether helping her cope, making her see things as they are or keep her afraid secret-finders can do a lot. These guys would want mining helmets. Just saying.

Those are two that sound good to me, I might post more when I have more time.

#2 Oneir on 05.20.08 at 3:45 pm

That… uh… didn’t seem like it would seem so long.
My bad.

#3 jason on 05.20.08 at 4:09 pm

Oneir, length isn’t a problem. :)

I think it’s good that you may not know much about the design specifics, other than the setting, because that will free you from limits. Your Puppeteer is a nice example of that.

Let it flow, and imagine whatever would feel fun in this game world as you envision it up to this point. “Low detail/big ideas” is good. Maybe it doesn’t fit, but maybe it’ll spark ideas that do fit. Maybe you’ll see it in the game. 8)

I’m just riffing here, experimenting with asking our community for ideas. Let’s be creative together and see where it takes us!

#4 jason on 05.20.08 at 4:15 pm

Oh, to answer your questions:

1) Quirks are negative effects (debuffs and restrictions, essentially).

2) For example, proximity to a certain object (plant, item, creature, NPC) might be a requirement to use an ability or action.

Gardeners (to give away one of my class ideas) can teleport using special plant species, but only if those species are present and only between the locations of the plants. So the teleportation capability is directly affected by the configuration of plants in the area (if they are present at all).

I think of it a little bit like the strategy game Civilization (one of my favorites): resource locations and availability determine the tactics you can/must employ. You have to adapt, and that creates its own kind of challenge which isn’t highly predictable but it is highly repeatable because it is always different.

#5 Sir Cavy on 05.21.08 at 2:23 am

“Classes that are somehow categorized but not representative of Lila’s emotions?” Correct me if I’m wrong in the interpretation above,but it does suggest to be more of a job, a profession than just different ‘factions/species’

If so, here’s my share of ideas….

–Pointer–
Mischievous memekins, recognizable by their cat-eared robes. They make a living by ‘pointing’ directions of anywhere or anything the recipient might ask…for a price!
How do they get hold of these knowledge is never known, certainly not by legitimate means, as Pointers always on the run from law enforcers (if there is any..).
Be very wary, though Pointers might offer quick insight over hidden areas for example, they tend to speak in riddles, often misleads any poor travelers along the way.
There’s a risk/reward element in the process which Pointers can either established a good reputation or good stats/items.

–Muzist–
A hybrid of ‘musician’ and ‘biologist’,with a puzzling role in between. While muzists certainly can entertain in the streets, they really more like ‘mobile’ archivers. Any game replays, items, or rare Memekin species can be recorded with their vintage musical instruments.
And with these recordings,which stored back in your garden, can be replayed for many things! Do it in the garden to impress your friends of the battles or species you’ve encountered. Or perhaps using a pre-recorded ‘rare’ memekin call to attract certain other beasties during fieldwork. Whatever it is, Muzists are just crazy of the world they live in…..

Well there you have..some senseless (and a bit elaborated) ‘classes’ I could think of…..See ya!

#6 FluffFluff on 05.21.08 at 6:45 am

You sure do fancy animals, Sir Cavy! Although not sure how that relates back to Lila like what Oneir did.

Too bad I don’t have much ideas of unique classes at the moment. Oneir’s and Sir Cavy’s ideas seem well over my mind capacity (or not imagining well enough)!!

#7 Joyd on 05.21.08 at 1:17 pm

This post is incredibly exciting to me; while I love hearing world details, I have a special interest in more mechanical bits.

One thing I enjoy in other games is when different character types feel very different not only to play, but to play alongside. That is, even if your character is a Gardener, things feel a little bit different if you’re playing alongside an Engineer than if you’re playing alongside a Nightmare Chaser or Dreamherder or Itch. For example, if one character has the ability to quickly grow a plant that can hold up a person and another has an attack action that tosses a projectile in an arc, the latter can get additional range by standing on the grown plant. (Okay, so that’s not the most exciting example in the world.)

I’d like to see characters charged with construction; 11-year-olds have rapidly expanding minds, and presumably someone’s in charge of doing the expanding. The embodiments of a kid’s coming to terms with how the world works. Building up new parts, repairing and reorganizing parts damaged or rendered obsolete by new information or interests, and tearing down parts of the mind left behind by the transitions children go through. Oversized construction helmets, bright safety vests, hammers, cables, all that sort of thing.

#8 Sir Cavy on 05.21.08 at 7:46 pm

Well, dear FluffFluff… too right you are. I do like classes that have certain relationship with beasties, perhaps something more than mere summons or pets. But I’m really also into exploring ‘wild’ nature aspect

Joyd, how about the works of steampunk? I know it’s very clichéd, but that would fill gap nicely. Its complex mood-powered gears should be able to constantly morph and adapt to Lila’s mind, almost alive itself. Don’t know if it helps but these workers with their ‘implements’ would be in right at home along with giant boilers, etc.

There should be classes that deals with Lila’s ever expanding creativity. As Lila further explore her mind, Any lost ideas she put down in paper suddenly come to life at alarming rate. And if not dealt soon, they could be littering her mind like pigeons in streets. Some may be harmless but others more dangerous. Maybe their ought to someone (or something) to regulate traffic of ‘migration?’ Heh, a bird trafficker came to mind….

Another possible niche for classes would be from those up in the skies. With the ever changing moods of Lila, the skies above would be bombarded with endless, unpredictable weather, suitable for starting a whole ecosystem (my wild instincts again).

Common jobs in such a harsh place would be researchers, fishermen (there are lots of things that fly up there), and those in the power supply facility. All of them would wear dive helmets which contrasted with their own ‘workwear’.. retro style!

Oh, sorry…. I seem to blurted out to..much..again..

#9 Oneir on 05.21.08 at 7:59 pm

8 comments in and we’re already longer than the original post. That’s a record, isn’t it?

And, Cavy, how is Steampunk clichéd? It’s a not exactly a common art style, though I guess depending on which of the seven circles of the interent you spend the most time in it might be pretty blasé.

I had another idea for a class while I was working on something (it was boring, I needed to do something to keep my brain from atrophying. No, seriously, would I use hyperbole?):

Avant (From ‘avant garde’): Traveling artists who have power over art, ink and images. Abilities might include ink-wells (Bursts and fountains of ink. What? I liked the pun), ‘living’ letters and pictures (constructs, summons, minions, whatever that behaved erratically) and conditional abilities tied to artwork and graffiti, as well as body-art of one flavor or another for different effects (buffs or looking cool).
They might also have abilities that let them capture images of backgrounds, items, players or critters. Possibly for in game affect, possibly just for a pretty picture.
Their abilities would have to flow over backgrounds and critters, like the artwork they are, and even if they broke free for one reason or another should still keep the texture.
Just for coolness’ sake, it might be neat if a few of their abilities actually required drawing with the mouse, sort of Okami style (as much as I hate to take a really original game concept and open it up to people saying it “Oh! So it’s like this game and this game if they had a kid with this other game for a neighbor? And their dog?”).

#10 jason on 05.21.08 at 8:52 pm

Hmmm, some interesting ideas in there, everyone. *Gears lurch into motion*

Keep it coming, you’re all doing great. :)

#11 Sir Cavy on 05.21.08 at 9:42 pm

My bad, Oneir. But usually in situations where some sort of technology required in a not- so-science fiction universe, Steampunk tend to be the best alternative.

Traveling artists? How about traveling chefs!!!

They would travel the wurld, searching for spices and other exotic ingredients to perpetually excite their nose and palates towards the heaven itself!
Huge figures, not exactly the ‘iron chefs’, but would clad themselves in heavy armour (like those roman gladiators) as they must be able to prepare food even from the most ferocious of beasts and cannibal vegetables!! As well as outdated armour, each chef
carry their own personalized cooking implements,
forks, cleavers, portable flame roaster…? Certainly all but the most daring beasties would cower under
their presence…

Just gives these people a purpose more than simply slaying beasties for fun or honor. They do it more for the pleasure of their stomach!

Can’t stop ideas…overflowing …need medication fast! :)

#12 Joyd on 05.22.08 at 12:00 am

It can -always- be assumed that I love steampunk. While it’s become increasingly trendy, I don’t see it as too much of a cliché. (Incidentally, I love that everyone’s bothering to put the diacritic on there.) Depending on the mood of the game, it might be a more whimsy-clanky incarnation of the style, rather than a more gritty version, at least for the automatons that aren’t out of control. From the art, it’s clear that contraptions have some role in the world either way.

Cavy, it’s interesting that you bring up classes of the skies, because I was thinking about how things might work in the water. (Blame my tropical island upbringing.) While it probably doesn’t make too much sense to have a class focused heavily on aquatic exploration, it’d be neat to have some aquatic abilities tied to different classes. (Something that’s probably already on the table if there are going to be any underwater zones; the initial post mentions location-based abilities.)

While we’re on the topic of exotic locales, an interesting way to differentiate classes might be to give them different movement modes. (I don’t know if this is really a good idea; it might just make controlling things annoying.) One class might have a double jump, one might be able to glide in the air, another might be able to skim on top of the water or cling to certain walls. ‘Course, that’s not really a big picture thing.

#13 FluffFluff on 05.22.08 at 1:00 am

Joyd, I know a good inspiration for steampunk-like art style. Check out Shaun Tan, a children book illustrator, particularly on picture book entitled ‘The Arrival’. The silent, monotone nature of the art could be the kind
of whimsical steampunk you’re looking for.

Cavy, (sorry for picking on you, bro!) I can’t help but imagine why would your classes of the skies need ‘dive helmets’. Must be something really ‘fishy’ up there isn’t it?

#14 Oneir on 05.22.08 at 3:34 pm

I think it can be assumed that if you had ‘Dread’ in front of any profession it immediately becomes both dramatic and feasible. Case in point: give your dread chef a war ladle and we’re good to go.

I like the idea of having water affect how abilities function and giving players the ability to switch classes around neatly avoids annoying people by making their highly specialized fire user be completely useless underwater by allowing them to simply change classes and get around it… though if you had a marathon dungeon of many different area types it might be an interesting challenge as people try and set up a balanced group to accomplish a task.

#15 FluffFluff on 05.22.08 at 8:08 pm

The ability to change from one class type to another is a good idea and all. Though eventually it’ll just boils down to attacks and counterattacks by changing classes to get the upper hand of the opposition. There must be some limit, how often or even when a character can change classes.

While it’s certain the environment can affect the ability of classes, but is it possible for the classes themselves to change the environment in some way to their advantage? I can imagine how a memekin gardener able to terraform part of the battlefield into fertile grounds, allowing more powerful plants to be summon.
Just an idea!

#16 jason on 05.22.08 at 9:15 pm

“…eventually it’ll just boils down to attacks and counterattacks by changing classes to get the upper hand of the opposition.”

FluffFluff, you make it sound so banal. :P

[Edit: I should mention that you can only change classes in certain places, not at any old time the whim crosses your mind. So, some planning is prudent.]

But interaction in the game isn’t just about combat, so choice of class isn’t only about damage and defenses. (There are non-combat classes, too!) Traversing the geography and interacting with the environment will be a significant part of success in the game.

I’m trying to create a system to allow situations and goals that are interesting without combat all the time. That’s really hard, but I’m personally not interested in killing everything in sight being my primary experience. I want some flavor with my gaming meal!! I mean, yeah, I wanna fight stuff, but not if that’s the only thing I can expect when I traipse off into the woods.

How this will turn out in practice remains to be seen, but I’ve described the spirit of my endeavor. :)

I admit, though, there’s still a vast amount of work left to figure out how I can make all this actually live up to my ideals. And the release version will absolutely fall short of this (our budget is too small and our time too limited), but hopefully not entirely. Gradually, though, the game will evolve into something closer to these lofty ambitions.

#17 Sir Cavy on 05.22.08 at 11:06 pm

Thanks Jason!
And FluffFluff, the reason why my ideas of classes (e.g. Muzist or the dive helmet sky ‘crew’) seem impractical, because they also can be used for exploring among other things. Can’t wait to get in there with a notepad, and discover beasties like crazy….

Here’s some several tiny features I could think of, that might make exploring more depth..

-some classes can be used to zoom or highlight certain hidden areas/items of interest. E.g. for frog hunting?

-An ability for classes to create own maps, hidden treasures or shortcuts across dungeons

- befriending wild tribal memekins in exotic areas might open up to new area..?

Yes….All seem rather jumbled ideas I agree. But just maybe it could spark off better ones soon..

#18 Ted Ludzik on 05.23.08 at 11:40 am

Smartographers
- solid knowledge of where to find things (a sort of Lore skill based on location)
- mapping skill (necessary for completing – yes, I’m going to say that word – “quests”)
- sense of direction (very useful in finding your way out of labyrinths)
- (thanks Sir Cavy!)

Packers
- bonus to group’s movement
- can carry more stuff than average Memekins

Grafters
- can take a piece or two from one critter and graft them on to another (removing abilities or stats from one and granting them to the other)

Patchers
- depending on their stream of focus, patchers can heal or repair many categories of objects and critters
- master-patchers can improve the target beyond its original state

Knotties
- adept at slowing or restraining a target
- create snares and other rope traps
- master-knotties reportedly can even trap air, light or sound

Somnambulists
- self-induced trances with varied application (resistance to pain, increased endurance, etc.)

Make-believers
- junior make-believers convince themselves that they have an ability or characteristic that they normally don’t
- master make-believers can convince others of a non-reality (eg. lowered attributes or skills, faux environment, illusory critters, etc.)

Dawn-mowers
- also known as the Morning Warriors
- their battle-prowess is most remarkable in the early hours of the light
- (cuz some MMO-ers only get to play at certain hours of the day, right? If we wanted to we could create further “classes” based around times of the day or time zones)

Cash-croppers
- adepts at financial transactions, bartering and haggling
- often referred to as ATMs (Always Take More) because they’re great in a monetary emergency but paying them back can take an arm or leg

Smorgas-borgs
- tekkie Memekins whose prowess allows them to enhance organic life forms with technological additions
- they are very fond of experimenting on their own bodies as well

Mechakins
- formidably knowledgeable in devising and repairing mechanical devices (eg. anything with levers, gears, pulleys, etc.)
- also known as “Mekkanics” or “Wrench Monkeys”

Remote Controllers
- electronic fussbudgets who know exactly where and how to insert tiny electronic chips (made from the Electro-potato no less) into living critters, allowing them to control the critter’s actions
- able to create single-use Electro-Potato-Chips that other classes may use

Glory-hounds
- the Glory Hound has a wonderful ability know as “Self Absorption” – if given attention from other Meme-life-forms (through chat directed at them, or gifts given to them, or even attacks from aggressive critters!), the Glory Hound gains positive energy that can be directed for short term boosts to stats or abilities

#19 jason on 05.23.08 at 12:18 pm

Wow, Ted, as usual. :)

*Gears keep turning…*

#20 Sir Cavy on 05.24.08 at 12:43 am

* Time to unleash secret weapon….*
Jason, I have a BIG idea that could very well fit in to your world of Lila Dreams, I was saving this for a fanfiction, but reliaze that will never happen (biologist for me!!) I might as well share it with you guys, for better reasons. Do consider seriously! (excuse for the exageration but I really need your feedback on this :) )

Rather than catagorise playable memekins in jobs or similar, I propose that you ‘classify’ these characters (like a species classification) , or even the whole memekin inhabitants based on the dream archetypes of Jung, the phsycologist!!!

Archetypes, I may get the true meaning wrong but is along the line of ‘a part/a facet of a character’s consciousness and/or emotions’. Such emotions and other aspects of her consiousness persumably form a big part in Lila’s wurld

Therefore, I think Jung’s interperation of archetypes fit best, as he (from what I read in wikipedia) correlate people’s personality with dreams. What I’m getting here is that we classify memekins based on their nature
(a ‘personification’ of something) in Lila dreams:

——–
Here’s my draft ranks/society/species

Persona: ‘an aspect of a personality, or a ‘personification’ the person depicting it at the time’. all playable memekins fall into this catagory as well most bulk of jobs and classes, becoming manifestation of such ‘ personas’.
Being limitless combinations, Personas are most
affected by Lila’s moods/emotions, to varying effects.
Use that to your advantage! :)

Shadow: Represent the mysterious, ‘evil’ that lurks around the corners, of Lila’s Dreams like…shadows! While may not be necessary be evil (such a word), but is a more crude, primitve ‘rules’ or ‘old ways of living’,
thus differences between one’s “Persona’ and ‘Shadow’
is bound to happen….

Anima/Animus: (represent feminine/masculine) this one this one is reserve for wild memekin not yet chosen to be a Persona or a Shadow or a trickster, and it broadly classifies based on gender of species… do redraft for this one

Wise Folk: Could be the ‘creators/architects’ of Lila Dreams, anyone who reach a high position in authority and wisdom. Comparable to a god status or lesser. One good example is the ‘The Author, the Observer and their son’

Trickster: Can be seen as complete opposite of Shadows. Oneir’s puppeteers do nicely in this section..
Where Shadows are cold and absolute, Trickster are boundless from any rules, all pranks and confusion,verging on insanity (too much freedom?).
They can be ‘evil’ as malovent masterminds, or circus terrorist of fun, though some (like my ‘Pointers’) amore forgiving.

other notes: I suppose you can think the Shadow and the Trickster as Lila’s mature/adult-like morals and the other more childish/ naive morals. Coming into age, interesting to see how Lila’s mind cope with the struggle between the two, with lila’s persona in the middle receiving the blows..

or maybe make up own type, all cool with me!!! :)

There you have it *pant* my gastly set of outrages info dump. I do like some feedback you know. perhaps from anyone else reading this? Bye now!!

#21 Sir Cavy on 05.24.08 at 2:20 am

Sorry, forgot to add a quick notion here; the shape-shifting abilities of Tricksters is a result from their aparent lack of rules through their existance.
Impossibility is their possibility……

#22 FluffFluff on 05.25.08 at 7:13 pm

Um….That may be a little too much to ask, Sir Cavy

The archetypes of archetypes, I much prefer your ideas of classes earlier

I’m sure Jason have his own plans somewhere, sealed up from any over-rollery of beans! heh heh heh

#23 Sir Cavy on 05.26.08 at 8:14 pm

My last class idea, really! (By now I suspect people are too ‘busy’ to read this anyway, especially after the previous info dump, but DO bear with me!)

TearDrops

A lost profession among antique balloonists nowadays, Teardrops creates high tensile bubbles (inflated with mood of course) which floats up the sky. These daredevil ‘bubble magicians’ however aren’t content with just hovering in air, and often supplement their shows with artistic creations of bubble fishes, frogs, or any other beasties they can imagine.

Their creations shimmer with the moods of the very beasties they extract from; thus is very much like a summoning class, but with more versatility.

TearDrops can use its balloons as a ’shield’, not just in a battle situation but can be used to explore hostile places, like bottom seas or savage skies. Certainly any enthusiast researchers would hire such experts….

#24 jason on 05.26.08 at 9:54 pm

Sir Cavy, I do have plans for the archetypes (what self-respecting game about psyche wouldn’t?) but they are not related to player classes. (And as FluffFluff guessed, I can’t spill those beans yet.) That’s not at all to say that your ideas are not good. Some of them even sound a bit like things already in the design, such as your Tricksters and my Teachers.

Teachers can give memekins new abilities or new knowledge of abilities, and they do this by channeling and moving energies (literal forms of knowledge and skill). Teachers only have access to the energies by virtue of being almost insane. If they clung too much to accepted reality (status quo), they would shut themselves off from communication between all the dimensions of Lila’s Wurld.

Thanks to everyone for all the ideas so far. Lots of new features and details are popping into my mind as I see a bit here or there that fits with things already in the design. All good stuff. Great to see so much passion for the Wurld here!

Bravo to the creative Lila Dreams community! 8) Keep it coming.

#25 david on 05.30.08 at 7:56 am

hrm, was wondering if things would be totally unrestricted in that creating a character is an arbitrary decision?

would there be a subset of classes that perform similar roles or is it a FFA?

I assume that everyone here is familiar with the gameplay in mainstream MMOs like WoW.

I’m thinking of the idea that used to be in WoW pre expansion where choosing your faction determined to some small extent which class you could choose (shaman vs. pally to be specific). Eventually this idea (unfortunately) got too difficult to keep the game balanced, or percieved to be balanced by the customers, depending on how cynical you want to be.

If I end up aligned with angry-depressed-petty-childish lila do I face the same basic gameplay decisions and experience as naive-moral-creative lila?

I know you don’t want to reveal specific game mechanics, but after investing a few hundrded hours into WoW (don’t judge me!), the grinding has no appeal, the raiding is frustratingly determined by the lowest common denominator in the group, pvp arenas give instant gratification but still require a grind to get the gear required to be competetive.

You all know these problems, you’re trying to avoid ALLLLL of that dumb shit, but I’d love to play a mostly non-combat role in an MMO and this garden idea appealed to me instantly. I love the people in my guild, and I want to support them, but I can’t stand playing a healer :P

I’m not an economics student or anything but doesn’t the market get really boring if people can swap over to a “gardening class” whenever they feel like it and swap back when they want to go kill uber monsters?

I hope I haven’t misinterpreted the way things are going to work too much, even if just to save myself from embarassment.

I’m just concerned that if everyone has the ability to do everything then in-game items will get devalued to the point where having a “passive” class has no real merit.

What do you guys think?

#26 jason on 05.31.08 at 10:18 am

Hi David,

…doesn’t the market get really boring if people can swap over to a “gardening class” whenever they feel like it?

I assume you are talking about player-to-player trade when you mention “the market?”

There are complications with the game’s economy which I won’t get into here, but suffice it to say that everyone will either A) grow their own items, B) purchase items from NPC shops, C) obtain loot during adventures, or D) some mix of those.

I’m just concerned that if everyone has the ability to do everything then in-game items will get devalued to the point where having a “passive” class has no real merit.

It sounds like your worry is based on the assumption that “passive” classes (“classes” are called “Roles” in Lila Dreams) can only contribute by crafting? My goal is to have multiple ways to feel useful in the game both in combat and in other activities.

For example, a Gardener has utility out in the wild, but has no means to attack. That doesn’t mean you would never want to be a Gardener out on a dangerous adventure. It just means that there are specific things the Gardener can and can’t do, and you get to decide when it’s appropriate to use that Role in a given situation.

But also, and importantly, there will be Role specialization. You won’t be able to be good at every Role. So, there will come a point when you have to decide to specialize and be good at a few things or generalize and not be good at anything.

I’m not sure I answered any of your questions. Did I just ramble about stuff, or did some of it make sense? :roll:

#27 Sir Cavy on 06.02.08 at 2:17 am

Oh….There goes my master plan! back to the drawing board :)

Anyway, I was wondering what is a passive, and if it existed…active classes? Are those equivalent to prefering hands-ons or more detached style? (I don’t understand much above-sorry for being such a newbie)

Also, are you suggesting that ‘roles’ and ‘classes’ are separate but complementary aspects in the game?
Because like previous question, I am not sure how those two relate with each other…..

#28 jason on 06.02.08 at 9:40 am

[Edit: I found the sentence that may have caused confusion abour classes/Roles and tried to correct it, above. Me and my bad writing!!]

Sir Cavy, “passive” above (what I assume David meant) would be a class that doesn’t fight much. Typically, crafter specialists in some MMOs don’t fight much and make their living by making items and selling them to other players. There’s no such distinction in Lila Deams, officially.

“Roles” is the term I’m using in place of the term “classes” because classes is a loaded word and I think it will confuse new players who will have preconceived expectations about the mechanics of classes. So, it’s just a terminology choice I’ve made to hopefully make things easier to understand.

Hmm, maybe I should start on a FAQ or game guide. *strokes chin*

#29 david on 06.02.08 at 11:45 pm

yeah that basically answers my questions.

No, there isn’t much P2P trading.

All characters can play whatever role they want on any given day BUT as they progress they will become better at performing some roles than others.

Is that right?

#30 FluffFluff on 06.04.08 at 7:30 am

Here’s a thought.

Being such green thumbs, ‘garderners’ simply can not attack any of those wild beasties out there heads on.
That would be against their nature or something
(perhaps even vegans!!).
Which would imply-

-it can either summon plants/golems to engage any foes encountered
-rely on more indirect means like poison/sleep (similar to pokemons- don’t ask)
-recruit allies using certain teleport plants it can grew
with.
-Or using stealth technique to avoid confrontations in the first place.

of course all this are just some speculations..

Now “teachers” is a whole new “role” altogether. Must think further!

#31 jason on 06.04.08 at 9:38 am

Teachers grant you skills and skill upgrades. That’s an NPC-only function, so it won’t be a playable Role.

#32 Ted Ludzik on 06.04.08 at 11:11 am

Teachers… That’s one thing that always bugged me about WoW. My character can do this skill, but even at a super-advanced, semi-divine level, I can’t teach it?

I know there are a lot of game balance issues wrapped up with allowing player characters to teach other player characters, but the “perfect” MMORPG would allow this somehow.

:)

#33 jason on 06.04.08 at 11:34 am

David, that’s the gist of it, yes.

#34 FluffFluff on 06.04.08 at 10:06 pm

Hmm..something else comes to mind

Student:
Master, will you finally teach me your ultimate ‘knowledge’, oh mighty one??

Teacher:
No grasshopper, you can only learn my secrets using item A. To retreive it, you must be journey across labyrinth B, and overcome obstacles as in C or D.

Only when you defeated evil E, and return back item A,
only then I can teach you.

Student:
Why can’t you ‘just’ teach me, being the almighty one?

Teachers:
You still have MUCH to learn grasshopper!
——

#35 Alexander on 06.25.08 at 10:53 pm

Class idea:

Blanketeer-

Backstory:

When Lila was younger she imagined up powerful, if a bit simple-minded, group of warriors to protect her from the Monsters of the Closet and Bed. She has aged now, which has weakened them somewhat, as she no longer Believes in them, and so they can no longer directly influence her actions in Reality, but no one ever truly forgets their imaginary friends, and so the Blanketeers, although far outclassed by the rest of the Wurld in depth of charachter, are still some of the Wurld’s greatest defenders in times of crisis, though it is still unclear whether even they will be enough to turn back the ever-encroaching forces of Apathy.

—————————-

Gameplay:

Musketeers, being absurdly heroic, are always enshrouding in a nimbus, the color of which depends upon the Memekin’s associated emotion. This nimbus prevents any blanketeer from being able to hide from enemies or conduct stealth operations. However, their heroics coupled with their simplistic mind make them immune to fear effects, sleep, confusion, stunning, or any other mind-affecting ability, including boosts they might otherwise recieve from allies. A blanketeer will never let an ally take damage if it can help it, and so any enemy attacked by a Blanketeer cannot directly attack anyone other than a Blanketeer for 1 second (if a Blanketeer is attacking a single enemy repeatedly, that one enemy should not be able to attack the Blanketeer’s non-Blanketeer allies until it or the Blanketeer is dead) As they were origionally imagined to fight off powerful Monsters, Blanketeers are one of the most head-on combat oriented classes, and they have the following traits:

Blanketeers ignore the first 1 point of damage they take from an attack.

Blanketeers have a 20% poision resistance

Blanketeers’ attacks deal 50% extra damage to Monsters (creatures of darkness and evil that Lila is scared of)

Abilities which Blanketeers can learn as they progress in their training include:

the ability to shoulder rush an enemy backwards, damadging it and interupting it’s actions (only if the enemy is not too much bigger than the memekin).

the ability to cast a debuff on enemies lowering their status resistances by 50%

the ability to cast a debuff on enemies lowering their attack by 10%

the ability to charge up their nimbus for a short time (2 seconds), blinding all non-Blanketeers on the screen

The ability to carry twice the normal amount of weight

And lastly, the ability to create a localized mood change for 2 minutes. (This abgility should be extremely difficult to obtain and usable only once or twice daily)


Blanketeers, however suffer from the following restrictions:

All Blanketeer recruits are issued a Blanket upon recruitment, which they must have equipped at all times while using the Blanketeer class. Blanketeers are also issued a Pot (helmet) and Lid (shield) upon joining, but using these is not mandatory. The blanket takes up the cloak/cape equipment spot.

Blanketeers suffer from a 10% attack speed penalty

Blanketeer-grown equipment is deformed and suffers a 50% percent penalty when used by non-Blanketeers. Additionally, NPC stores will buy it at only 30% of the price they would buy the same item at normally, if they will take it at all, and Blanketeers can only grow the most crude and rudimentary items.

Blanketeers suffer a 50% movement speed penalty in combat (for 25 seconds after they or a party member attacks or is attacked)

Blanketeers ranged attacks can only reach half as far as theyu normally would.

Blanketeers cannot successfully engage in complex puzzles or use complicated items or items which require deep thinking.

—————————–
Teachers:

Blanketeer recruits are trained by an original Blanketeer, who can be found at any of the Blanketeers’ Recruitment Centers, located in most major cities. However, the best Blanketeers are extremely loyal to Lila and will never train a memekin they believe will use their abilities to influence Lila for their own benefit rather than Lila’s, and proving ones worth to these few can be extremely dangerous and difficult. The majority of Recruiters are not selfless, however, and will teach what weaker abilities they know to one who will fight to increase the Blanketeers’ powers to their former level. The two opposing factions within the Blanketeers who secretly strive for power want to either force Lola into Innocence or Fear. Innocence because the fading belief is because of Lila’s maturing mind, or Fear because the Blanketeers have been cast off by Lila now that she no longer needs them and Fear will force her to bring them back.

#36 jason on 06.26.08 at 8:38 am

Nice one, Alexander. :) You put some thought into that. I especially like the Blanketeer faction motivations–selfish!

#37 austin on 07.08.08 at 2:04 am

Reading this got my creative juices flowing. I think it would be interesting to have something focusing on the part of the mind that creates hallucination.

Dazers: Dazers are the embodiment of false images.

They can cause fear in almost anything, or at least throw things off-guard. Hallucination can be a powerful thing, they could make images of themselves all around the enemy, could conceal a friend, or warp the terrain in their opponent’s mind. This could cause momentary stuns, or large miss chances. There is a large amount of utility for illusion, but illusions never truly hurt, so dazers could not really attack.

Since hallucination is almost always a result of an unhealthy state, they would increase in power during Lila’s bad moods, and would be almost powerless while she is thinking hard.

Dazers want more than anything, a sense of chaos and psychosis.

#38 Dr Rabbito on 07.08.08 at 8:17 am

Very interesting, all this ideas here. I do find the archetype part interesting. Is it too late to post? well, here’s my share

::Faceless::

They represent identity or the lack of it. Imagine how each time you remember someone’s face/identity, that memory is stored in eerie manniquins, blank faces suddenly carved into masks, each unique to a particular identity. These creatures doesn’t do much beside wandering aimlessly. So Memekin adopt this persona from the originals to their advantage.

Shrouded feathered/furred figures, only distinguishable from their minimalist styled masks. No one ever see a ‘Faceless’ memekin without a mask, for when they do, it’s all too late!!!

One word to describe Faceless, “a specialist”. They are great at what they do, however do very little of anything else. So to compenstate this they change ‘identity’ using masks.

This ability, changing between ‘masks’, allows it to switch between items equiped on-the-go, without having to go back to the garden or menus prior battles/exploration. This allows for greater versatiliy and could potentially confuse any opponents off guard.

The downside is that each mask has VERY limited move pool or function. So knowing which mask to switch at the which condition is key. Also each mask has a ‘cost’ of usage, be it cooldown time, temporarily reduce stats, or even time limits.

Only valid for similar items however, those that are modified by the user. These items then equiped to one of your masks, more slots available as user become more experienced. That way i think more balanced, less likely for a beserker for example, suddenly become a ranged specialist or something.

By now i realize this encourage having multiple of the same items. so customised each items differently to have greater range of abilities

some Faceless ‘moves’ i think of::

Hollow Mask (bear-like design)
Any items equiped to this mask have greatly increased durability. User gain stealth ability

Mirror Mask- (fish like design)
copys one of your opponent’s abilities for duration of battle. illusion/hallucination based attacks

Death Mask(crow-like design)-
A last resort, instantly grants all other masks abilties (that you unlocked), but will die when duration ends. Higher experience increases the time limit

Royal Mask (tiger-like design)-
items become destructive. Boost all items’ capabilties at cost of durability. Beasties are less hostile to users

Lastly, Faceless memekins can trade its masks, very valuable. But to ‘regrow’ is very slow and those who bought it only have one use only.

#39 jason on 07.08.08 at 9:57 am

More cool ideas! Not too late to post, so keep ‘em coming. :)

#40 Sir Cavy on 07.10.08 at 5:23 pm

Lightbringer

As Lila’s age is approaching maturity, many more beasties in Wurld are fading away, especially those in the Wish Factory. A ‘bank’ who manages luck according to the Book of Wishes, and allocate it to different aspects of Lila’s life, as an assurance of hope/dreams.

Scientists are very concern, as these beasties need to venture over Lila’s world to survive, once a figment’s paradise, now in ruins. So bye-bye tooth fairies and santa claus!

It’s only Lila’s sheer imagination holding back much of this progression, but for how long?

There are survivors… some tea-sipping, elegant beasties of suits and gowns, managed to escape extinction, by sacrificing their body with cold, calculating logic, their faces with clocks, preserving only their hearts and wishes.Yet another succesful experiment by those over in Elevon

Despite composing all clockwork reality, their gentle desposition still remain, bears no grudge towards Lila, in fact they want to assist her journey one last time.
For whatever path she takes, even if it does ends badly, someone out there will always bring back her hopes, hence the title………….

Their abilities would revolve around being a good luck charm, as well the automanns they are. Even the gardens are not spared from the absurd luck glowing from them. Excel at all thing random.

Items are oddly enough ballroom accesories…Give them wine and they’ll breath fire. Or fancy masks for added stats/luck boost. Certain gowns might unlock new moves. How about cakes to summon a doomsday wishlist? okay maybe the last one a little far off…..

What do you think?

#41 jason on 07.14.08 at 10:56 am

Nice one, Sir Cavy. It’s great to see that you know the game world pretty well. :)

There’s room in there for all kinds of details and background info. I’ll probably drop pieces and bits of everyone’s ideas in there for you to discover.

Thanks for sharing!

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