The Idea behind Soulblight
So I've been sharing with you updates on my game for few months now. Today I've realized that I haven't told you what is the underlining reason for my making Soulblight. Some of you who may have browsed my game might already know what we're trying to achieve but For thous who haven't here we go
Video game RPGs are in the strange place right now In my opinion. These days every game with leveling mechanic calls itself RPG. We play those games traveling through awesome worlds maxing out our stats and grinding XP on every opportunity. Over the years though it became more mundane than enchanting.
I look with nostalgia at my pen and paper RPGs memories. Back then gaining XP was only part of the fun, becoming our characters was the rest of it. Sometimes role playing stood in a way of solving the quest at hand, but we connected with our characters and they felt more alive that way. Video games are different. We cannot expect players to avoid fighting giant spiders just because their character has arachnophobia. That way they will lose precious loot and XP. They know the game will penalize them for that by becoming more difficult. If we want players to actually role-play the game need to encourage them to express this kind of things. Only Best RPG games menage do it with dialog options and branching story lines. To make it all believable the game need's to have tremendous amount of content. Every single outcome needs to be thought out and scripted. When me and my friends started Soulblight we simple knew there was no way that we can pule it off. We ware simple too few to do it. We started to look for a different, new way to allow players to express they're characters. And this is how our Taint System came to be.