TheAncientGoat {l Wrote}:In my eyes, the faction system would be more artwork intensive, and balance intensive if you want to make the factions be anything more than just the same units with different skins. An alignment system would mean that you have 1 pool of creatures, smaller than the combined amount of 4 different factions of creatures. Each creature can be as individual as you want, without regard for "is this balanced compared to the other 3 factions' creatures". Adding creatures to this pool is way easier too, because in a faction system, if you want to add 1 creature to a faction, you have to give each faction an equivalent bonus.
I do not really care if it will take longer time to create, what I care about is that the quality is comparable to a AAA+ commercial title.
TheAncientGoat {l Wrote}:This gives the artists more freedom, and thus makes it a more attractive projects for artists to contribute for, and makes it easier for us to grab creatures from other free art resources.
I fear that this would lead to the typical "open source content zoo" - that is you have all sorts of content, which might be brilliant, but it does not at all fit together and your total impression is that the creators just picked out content that was freely available without many regards to how the total outcome of the game would be.
Also regarding artistic freedom. When you have some content, there is inevitably made allot of choices, so I think we might as well make some good choices from the start - by specifying a design theme for each faction - than it is to say anything goes :S
TheAncientGoat {l Wrote}:Currently, we don't have enough models to support a faction system
This exactly the point, we should not make content before we have agreed on WHAT content to make. That is we have agreed upon if we go with factions or a alignment system, whatever we go with either one of them, we also have not agreed upon exactly which creatures we should have, and what they look like and can do, we also have not agreed upon which rooms, traps and doors we should have (this is also why I made
the development plan thread).
TheAncientGoat {l Wrote}:Also, it is easy to switch from an alignment system to a faction system once you have enough creatures. You could even implement a faction-like system by using the Avatar/Keeper system that has been suggested (you choose a character to play as that biases your alignment). The play-style code that is needed to support an alignment system would also really benefit a faction system (creature happiness and the like)
I think this is only true if you do not care if you end up in the "open source content zoo", which I would very much like to avoid.
TheAncientGoat {l Wrote}:I also think the current backstory would be usable in an alignment system, just like backstories fit in in any openworld-sandbox-rpg type game.
I would like to hear more about this, as one of the main difficulties I have with understanding the story-telling-logic of the alignment system, is which story-logic you would use as a design criterion for the creatures and alignment. Please elaborate on this.
TheAncientGoat {l Wrote}:All a faction system does is duplicate work, and pidgeonhole you into a limited set of play styles for that faction.
I actually thinks that we already have some very different and interesting styles of the factions, at least for the Constructs, Undead and (Corpars or Humans - these are similarly in game-play right now).