The only way I can see an epic WoT RPG being released is if it does not follow the books' storyline. Channeling is something you cannot implement as a player-tool. To me, the only feasible way to make a worthy game is to base it off of a Ta'veren and his exploits in the Trolloc Wars. The catch? To make it as awesome as WoT, you'd need to-
1) Have a completely randomized world with a soft barrier forcing you inside the boundaries of one small
country. I would sit through a 15 minute loading screen every time I started a new game if it meant a completely
new experience each time. One very small borderland country is more than big enough. Go play Oblivion, that map
is tiny compared to say, Shienar.
2) Have no set story, but always major events that can be shaped however you want. In one play through, a
massive army of Trollocs is just 4 weeks away at the start, but you begin as a noble or a man with some military
or political power. In another play through, you are a peasant and have several months before an army of
Trollocs shows up. Maybe constant Trolloc raids for months with no real army to speak of. Or even start as a
peasant with Trollocs just 5 weeks out. You must not have a structured campaign, that would kill everything a
WoT game stands for.
3) Make use of a controller's versatility. Without channeling, most of the buttons can be spared for sword/spear
/axe/bow/shield/hammer techniques. Bring back customizable combos, I don't care if they're hard for children to
learn. Once even partially memorized you have a wonderful system for fighting. For instance, on an Xbox
controller.
No trigger or bumper held
A= Grab | B= Sprint | X= Draw weapon | Y= Jump
Left trigger held
A= Block Diagonal 1 | B= Block horizontal 1 | X= Cut vertical 2 | Y= Stab 1
How many combos is that? Four buttons each trigger/bumper.
[size=8pt]1. No Trigger
2. Left Trigger
3. Right Trigger
4. Left + Right Trigger
5. Left Bumper
6. Right Bumper
7. Left + Right Bumper
8. Left Bumper + Right Trigger
9. Left Bumper + Left Trigger
10. Left Bumper + Right + Left Trigger
11. Left + Right Bumper + Left Trigger
12. Left + Right Bumper + Right Trigger
13. Left + Right Bumper + Left + Right Trigger
14. Right Bumper + Left Trigger
15. Right Bumper + Right Trigger
16. Right Bumper + Left + Right Trigger[/size]
4 x 16 = 64
64 slots for different cuts/blocks/slashes/stabs/bashes/actions (That would be a crowning feature)
4) Make those combos count. Remove these ridiculous numbers from our RPGs. Do you use various slashes a lot?
Good, off-screen you become faster at them and can put more power behind them. I don't want to see +1 slash exp
flash on my screen every time I kill a Trolloc, just make my character get better gradually instead of level
jumps. Also, make blocking important. The Health system has gotten a bit ridiculous and there aren't magical
potions in WoT. Take away this numbered Health system. Make a single arrow able to kill you at any level, heroes
have hearts, no? As your character gets better (And luckier, as seen in Part 6) let him do things on his own. If
his 'reactions' are fast enough, let him cut an arrow out of the air that I didn't have time to react to. Luck,
such as scripted events like another arrow hitting one that would have hit you and both going wide or a bird
swooping from offscreen to be hit by the arrow, would make up somewhat for a slower character's reactions.
5) We aren't too far off from Semi-Artificial-Intelligence. Chat-bots are becoming smarter every year, if we're
waiting until 2015 for the game anyway, why not keep it with the times. Have voice actors record every usable
syllable and construct words from there. This is another crowning feature that should be capitalized on within
the next 7 years. I'm willing to bet it will be too as it opens up near infinite possibility, I pity the
developers though. Any audio and library work on that scale will be suicide worthy, no matter what year it is
done in.
6) Ta'vereness. The most important aspect of such a game. One of the easier ones to implement too, despite what
it may seem. Tree branches, birds, woodland animals, enemy characters, other projectiles, player
tripping/turning. All these can be scripted in if the player interferes with a life-threatening projectile's
trajectory. Melee is almost as simple, just make enemies able to interfere with each other. The trickier part is
making a Ta'veren barrier that keeps the player relatively within the country's borders. Trees falling on you
and increasingly difficult animal attacks might turn you around, but it isn't ideal. For this I have no
recommendation, but anyone able to develop a game similar to what I've laid out wouldn't have many problems.
So you see, to me a successful WoT RPG is impossible. The books are too awesome for anything less than what I described and although what I've described is technically possible, it is Ta'veren level unlikely. Still, I'd be happy with any respectable WoT game, it just wouldn't fit the series because that level of awesome is too much for one game.