These are the features I’ve come up with. I apologise for the late post, but I tried to post one on Saturday, and it didn’t work.
Features:
Multiplayer – “Chosen” has the added feature of multiplayer co-op quests; whilst they are not essential to the story, they do enable the player access to other parts of the map in single player mode.
The multiplayer mode allows the player full unrestricted access to the whole story/quest “pool”, i.e. multiplayer mode is able to incorporate the whole single-player game, but with support for co-operative activities.
In multiplayer, the players will play with a hero of their choice (eg a sorcerer), and use it to complete the story and quests that are available. These heroes will be the player’s character for the whole multiplayer mode (i.e. they cannot change their selection half-way through the game).
The host player will have the option of ‘kicking’ other players who are lagging or not ‘pulling their weight’ so that everyone else’s online experience is not ruined (i.e. players who stand around and let others do all the work). This makes for a fair and competitive co-operative game as such, as players may try and resort to stealing their ally’s kills (i.e. kill-stealers).
NPC Interaction – “Chosen” allows the player’s character to interact with NPC’s they will encounter during the course of the game. NPC’s will regard the player in the perspective of his/her personality scale i.e. an evil player is less likely to receive useful info from an NPC than a positively-aligned player.
The NPC’s will react to the player’s character upon the basis of which Demon brother the player is currently aligned with (e.g. the Brother of Hatred will adversely affect the aggressive tendency that NPC’s will display in regard to the player).
In multiplayer, there will not be as many NPC’s populating the map, as it would be presumed knowledge that those participating in multiplayer would already have a firm grasp of single player mode, and not need the benefit of subtle hints from NPC’s.
The characters that NPC’s can appear as range from other character classes (eg nomads, knights, monks, etc) and normal peasants to members of the demonic army that have joined ‘the Prophet’ and ‘the Prophet’ himself.
NPC’s will ultimately ‘give’ the player(s) quests that can be completed and, as they are not mandatory, this enables the player to decide whether they want to do all the quests, just a couple of quests, or none at all and finish the storyline and, ultimately, the game.
NPC’s will not be able to attack the players, regardless of their personality alignment, as they are only able to dictate quests that they want completed. This adds to the gameplay value, purely because it is unfair to receive a quest from an NPC, only to be attacked by it soon after.
Some of the quests that NPC’s hand out enable the player(s) access to other parts of the level that they cannot access previously e.g. completing a quest whereby you scout through a forest, ultimately unlocks that part of the level.
Personality Scale – “Chosen” features a personality scale, whereby the actions of the player’s character can determine the level of interaction with NPC’s during the game, as some quests/actions are seen in a good light, whereas others are purely malevolent.
The personality scale also affects the level of co-operation that the demon brothers will display towards the player, as a more heroic character that is positively aligned on the scale will be seethed and despised by the brother he is working with.
In multiplayer mode, the personality scale also affects the way fellow players can react to you, i.e. an evil character will find it harder to gain assistance than a nicer character. This can adversely hamper the player’s ability to complete co-op quests, as no-one will be convinced to work with the player “for the sake of the human race”.
Different endings to the game may be shown depending upon the player’s personality alignment (i.e. a positively aligned player will unlock the good ending; a negatively aligned player will unlock the evil ending, etc.)
The personality scale will also reward players, in that they will be gifted items after completing quests that are of more use to them, based upon their location on the personality scale (i.e. an ‘evil’ character will be more likely to receive a demonic/satanic weapon/item than a holy weapon/item).
Genders for Characters – In “Chosen”, the player is able to choose a gender for their class-based character, which adds to the realism of the game, as there was both male and female humans in the medieval era. This also helps in making the player feel they have been able to re-create themselves in-game.
In multiplayer this can help in deciding which player’s strengths and weaknesses are of the most use to the current quest (e.g. a female sorcerer will be of most use in trying to seduce a male necromancer than a female knight; a male knight will be better suited to leading the party against a strong demon fiend into combat than a male rogue, not necessarily because of gender, but more likely due to the necessity of the role needed).
Combat System – The combat system in “Chosen” allows the character’s abilities to be assigned to user-defined hotkeys, which helps in allowing the player to reduce action time in the heat of battle, as opposed to manually clicking the mouse cursor on the ability they wish to use.
In multiplayer, the combat system will be more like the party-based system in the Final Fantasy series (3 characters participate at any one time; other players will be in reserve, and can be switched during battle).
Third Person Perspective – “Chosen” is played in 3rd person view, which allows the player to see their character at all times, which makes combat a lot less stressful, as the player can visibly detect where enemies are, and how far they are away from the player’s character, as well as ‘predicting’ what ability their enemy(ies) are about to use.
In multiplayer, this helps each player actively see where their party are, and can ultimately assist players in making decisions about what course of action to take (“Are there allies in range that I can heal? Will my co-op party possibly wind up worse off if I use this ability?”).
There will also be the capability to zoom in/out so the player can see more or less of the level as well as see the location of their allies, which can help to prepare before a battle situation, so the player gets to plan the tactics they intend to use to plan out how they will approach the battle situation.
Also, to cater for the potential loss of true sight the player may encounter (e.g. their view is hampered by other characters/scenery), there will be a mini-map displayed on-screen that allows the player a chance to see whereabouts they are, respective to the level.
3rd Person also allows the player an all-around panoramic view of the game/level, which can show all the scenery, NPC’s, and enemies/coffers that populate the level.
Holy/Evil Items, Weapons and Armour
In “Chosen” the player can purchase, receive and collect/loot items, weapons and armour for use in the game.
Certain weapons/armour may have a shadow cost involved, as well as being of more use to characters on a certain point of the personality scale (e.g. a Spirit Mail may absorb holy elemental attacks, but is weak to darkness, or slows the player’s action time; a Satanic Spear may inflict damage based upon the darkness element, but it reduces a positively-aligned players personality every time they use it, etc.)
There are certain items that may be of greater importance based upon the personality scale as well; an example of such may be a potion, which heals health for a certain amount – this works in reverse for an undead enemy/ negatively aligned player, who will have to use a more demonic-style item to recover health or mana, as potions/ethers are holy-based.
Certain weapons and armour can be fully customized
Ryan Madden – Lead Game Designer