Some people seem to dislike aquaria because of its focus on exploration, free movement and atmosphere. I however like the game especially because of that. I like this so much, that i actually dislike there being an overall story and stuff.
In this post, i'd like to describe a different perspective of what aquaria could be like. It is not meant as a request - not even as a recommendation - towards the developers of aquaria. It just would like to provide some inspiration - maybe some devs will like it, maybe not. Also, the following clearly targets a very specific kind of playstyle - it is not for everyone.
Okay, now back to the idea. Imagine aquaria would be even more open-ended, extensible and about exploration, questing and traveling. You would have the aquarian equivalent of a "hometown" which is surrounded with a rather large area of home environments. Somewhere, there would be a turtle which can be used to go on a quest.
There would be no "continious" travel to such quests - instead, the turtle will directly take you to the selected quest area. The goals of those quests can be varied - mostly gathering ancient treasures which are mostly just decorative (but may have interesting "playful" gimmicks). Except of a handful of hardcoded quests, they would at best only increase your power temporarily to keep the game openended and not suffer from power-inflation.
Now the most important feature: Modders would be able to create more quests, so that the size of the main game is only limited by the number of available mods.
Various other ideas for such a setting:
- have some elder in the "home town" which gives a few hints about the choosen quest. Basically, have spoilers in the game, which dont actually spoil the game. Thus, this NPC would not explicitely tell you what to do, but instead just point you in the right direction.
- Have Naija not take an unlimited amount of features to a quest. For example, one could make it so that she can choose no more than 2 additional forms to use in the next quest. The NPC in the town would tell you, if a given quest requires a certain form to be completable.
- The purpose of the environments around the home, would - besides of various playful gimmicks - be focussed on gathering ingredients. Perhaps also have a few NPCs, of whom you can ask a limited number of them to help you with the next quest.
- The "reward" of some quests may be temporary in that they will only last for the next N quests. This can be an ability, equipment or help from an NPC.
- Some quests may be NPC centered in that they offer you no treasure or temporary power, but are instead just about completing it.
- Some quests may not be serious but just reaching a wonderful place.
- Some quests may just be story-based - so, not about "getting" something but just interaction.
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So in short - a setting which truely is just about open-ended exploration, questing, treasure-hunting, traveling to interesting places and interacting with the environment. Probably the most boring style of game for some - but for some others, something they always wanted