First, I made a totally sweet and completely insane post
HERE and you all have to go look at it before you can reply to this one. The first person to list all the shows I ripped off gets a new and improved Soylent Cookie! No longer made from people! Just Mexicans and the French!
As for the serious part... I've been thinking about the fact that battle engines in Verge seem to be few and far between and to be honest, REALLY HARD TO MAKE! So, instead of making a battle engine I've been thinking about other sorts of player interaction that could be used to replace battle in games. I've had a number of different ideas but I'm not sure if they'd be "fun" and beyond that, I'm not sure if they'd even be possible to implement in any sort of functional way.
One idea I had was to use conversation as a battle of sorts, with branching text that, if used right, would lead to a desired or unwanted outcome. It could be very simple, or incredibly deep and convoluted. Of course I brought this idea up to a friend of mine a while ago and he said "Like what they did in Monkey Island?" To which I replied "Fu** me." So my completely original idea quite quickly became a rip-off of a years old game that I've never even played. [Toot]GOD DAMN IT![/Toot] Either way, the idea still stands.
Another battle system that I had never even considered is the way they handled battles in *inhale* Tingle’s Freshly-Picked Rose-Colored Rupee Land. A system where battle takes place but where the player isn't even actively involved in it. It would GREATLY simplify game play mechanics while at the same time still allow for traditional RPG style level and stat upgrades... if done right.
Most of my other ideas basically revolved around turning the game into more of an adventure ala Zelda or a point-and-click but without the pointing and... um... clicking.
I'm still in the very early stages of developing a scenario, actually several scenarios, which is why I'm putting so much energy into looking at and developing new play style mechanics. The way "battles" are handled will of course play a major role in how the rest of the game is developed. A speech based battle system wouldn't work in a traditional RPG where speaking characters are few and far between. Conversely, a battle system that involves killing wouldn't work in a game scenario where there are only speaking characters who may all be integral to the plot.
Since most everyone seems hell bent on making either traditional 16-bit console RPGs or something so screwy insane that it completely rewrites the Verge engine from the ground up, I thought I'd toss out a few ideas to make things easier for people looking for more of a middle ground. Something to mute the complexity of the most challenging part of game creation, the battle engine, while at the same time still working within the confines of Verge and not requiring massive god-like coding powers to pull off.
Anyone else got any ideas? Anyone think that any of the systems that I listed might actually be possible, let alone fun?