Re: Katawa DLCs
Posted: Wed Apr 29, 2015 3:19 pm
That's an even better idea that slipped my mind as I was writing that up. It'd need to be a vast array of disabilities to prevent too many people from getting the same thing, with a small chance of rolling a second one and an incredibly tiny chance of rolling a third.Oddball wrote:If I were going to make a KS online (and no idea how that would work) I'd make it so you set up your character, got them customized, and didn't find out what your disability was or how well you've adapted until AFTER you start the game.
Because if life is going to screw you over, you don't get to pick how you're screwed.
Being deaf would prevent you from being able to "hear" chat that wasn't sent using the "Sign" language option, and being blind would prevent you from "seeing" sign-language chat.People wrote:In-game effects of disabilities
Speaking of which, another thing I didn't think to add was that you could learn "skills" such as languages by attending the proper classes for them, and at the right times. Certain skills would be required to be at certain levels to interact with certain players or NPCS. Continuing the above example, you'd need to learn the Sign Language skill to be able to talk to deaf characters directly, discounting workarounds like pen and paper. Non-communicative skills would include art or music, and would allow your character to participate in activities related to those skills.
Another thing I just thought about is a "dynamic profile" system, where when you /whois someone, you don't see their profile information until you talk to them and learn it from them. How this would work is probably through an interaction menu that would assign a trait or profile detail to be "revealed" upon sending a chat message or other multiplayer interaction such as an activity (minigame).
The moral of the story is that I think too hard about hypotheticals.