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Gameplay concepts
#1
I tend to come up with a lot of gameplay ideas out of the blue in a process akin to how Alton Brown thinks of Good Eats episodes.  Of course, considering that I usually talk about these amongst myself, I feel that I could help develop these ideas more thoroughly if I talk about it with people that don't block six school entrances at a time.  So... uh, yeah, here they are.

1) Dungeons w/ Personality
This is my most recent concept.  I was thinking of ways to make multiple pathways in a Zelda dungeon, and only one is required to complete the dungeon, however you start with a single key and can choose which path you take first.  This got me thinking; can I make a temple, fortress or dungeon where how you play the game can tell you a little bit about yourself, or maybe about the character you play as?  Imagine if this Zelda dungeon concept had three paths; one was for wisdom and involved intense puzzles, one was for power and dealt with complex battle scenarios, and one was for courage which was like a mix of wisdom and power, however it also required a little bit of bravery to pull off as well.  Based not only on which path you took, but why you chose it and how well you managed to get through it could tell you some things about yourself that you may not have realized as of yet.  There are other concepts I could use, too, but this is the main one.

2) The Escapists + Homestuck + Fantasy Life
Imagine having the general range of items, values and creation options from The Escapists, expand it to an amount closer to what you'd see in Homestuck, and a progression system similar to Fantasy Life.  Ultimately, I feel that this game has a lot of potential, being able to craft everything from a soda pop blaster to armor made of duct tape and pillows.  Or maybe it's an excuse for me to make a gun that shoots highly pressurized soda a thing, one or the other.

3) Random Music-based Boss
I love to think of scenarios I could create that fit the tone of the music I am listening to, one example being to something I might do here in the Omniverse and with "Threnody for Challenger."  One concept that came from this was a boss that would attack along with the music, however this would not work well seeing as its attacks would seem too easy if you could memorize them.  At the same time, though, if it could attack randomly without losing its sense of flow, then the battle would seem much more unique while still retaining this basic concept.

4) Shopkeeper Side-quest
In one of my games, there would be three travelling shopkeepers that each brought something new to the table.  One would sell cheap items that were average quality, but costed less.  The second would sell better items for a higher price.  The third would sell unique items that were useful at the cost of very high prices.  One thing I may want to do in the later half of the middle-game is a really difficult side-quest that would involve three riddles leading to three caves of the shopkeepers.  To solve the riddle, you have to bring a few items from a shopkeeper other than the one who lived there and place them on three pedestals, and when you solve it you can enter their cave and fight that respective shopkeeper.  If you win the battle, they give you a special pass that can allow for incredibly rare items, insanely low prices or a little bit of both.

5) REAL Experience Points
Have you noticed how many RPGs require you to kill monsters to gain EXP?  Well, I don't necessarily think you should stop fighting monsters, but I feel a true experience is more than just murder.  Think about it; what makes a tactical retreat any less of an experience than "FINISH(ing) HIM"?  This is something I want to try; make it so you have to attack to gain EXP, and based on how much damage you do and what attacks you use, you gain that much EXP at the end of the battle regardless if you kill the enemy or not.  This makes sense in a realistic sense, too; when you learn, you don't improve on what you did right, you fix what you did wrong.  Killing things you know you can kill won't get you as much as taking a potential risk and fighting a potentially difficult enemy.  Granted, enemies will have to be especially well designed for this to work without coming off as an irritating aspect of the game for the player, but if it can be pulled off, I think it could shed some light on how EXP is used in RPGs beyond the black and white views we have as of yet, i.e. Final Fantasy vs. Undertale.
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