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What Your Rich Open-World RPG Will Need #17Ideas

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  1. Intro cinematic (can be represented in storyboard or graphic novel).
  2. Gameplay sample.
  3. Splash screen.
  4. Start/option items.
  5. Option has graphics, control, audio, and gameplay settings.
  6. Start starts game with the potential for using a save slot.
  7. Opening cinematic introducing at least some if not all characters or gameplay, story or rules, controls or options and so on, this trend repeats when opening new major portions of the game often featuring your character or characters and the major problems or enemies your facing, introducing you to the world or level and what gameplay you need to be concerned with or what options to consider within what rules or challenges (represented in storyboard or graphic novel).
  8. The first level or hub world that is freely explorable and NPCs of different types, interactive, non interactive, event or mission triggering, hub or sub location servicing, etc. There would also potentially be pickup items or other interactive objects during regular hub/travel or other gameplay modes or interfaces and levels, also potential save spots which could also be handled in a pause screen (represented in concept art or graphic novel, developed into models and animations with controls, triggers, rules and NPCs handled by programming ).
  9. An inventory and RPG like item management and character status, equipping, using items on or upgrading based on XP, special items, loot or accomplished missions, side quests or achievement in the main fighting or the mini games (represented by graphic design, written systems and programming).
  10. A physics engine to make this all look and feel convincing including collision detection, gravity, momentum, rag doll, IK, particle effects, lighting, materials, rendering options, LOD, post-processing, UV mapping, 2D sprites, animated visual effects and more.
  11. Camera setups for different situations (represented by engine options or libraries, templates and programming).
  12. A series of main missions and stories that happen in the hub, in specified sub-locations or in other hubs & their specified locations, featuring one or more gameplay sequences including travel, fighting, collecting, choosing, mini-games, speed, timing, strategy, puzzle, & management. (represented by gameplay design, graphic novel of cinematics, trigger programming, rule programming, level designing, gameplay programming and testing, npc and environment programming, programming a result for every possible situation.).
  13. Each of these gameplay styles will be fun and easy to pick up but difficult to master. (testing, gameplay design simple but endless challenge like checkers, rock/paper/scissors, darts, etc…).
  14. Ending cinematic sequences with option to keep playing, restart or stop.
  15. Potentially bonus features unlocked for completing missions, side quests, fighting cross, character item or upgrade scoring, thoroughness award, discovering secret items, completing possible activities, achieving well at mini games or making the right series of moves, choices or strategies could open up new features and Easter eggs.
  16. Different levels of difficulty for different modes of gameplay.
  17. Potentially more than one character, play style and ending.

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