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Gothic (PC, 2001) - WIP

Gothic (PC, 2001) - WIP

Subgenre: 3D Open World? WRPG (manual stat distribution via trainers (can also get boosts as a reward, from an item or from a stat potion), stat+training requirements on some gear - can still use such gear w/o training only much less efficiently, no intelligence or charisma stats, 3 classes, some fetch quests), Stealth element (sneaking skill)


Perspective: TP View


Movement Mechanics: Jumping and climbing (default, can grab and climb ledges), Hover flight via the giant fly transformation, Surface and underwater swimming (default? not used much), Forward lunge (long jump with a roll after landing; seems you have to train it as at first you just do a short jump and flail your arms about)
Other: Some platforming, Side quest heavy, Blocking and dodging are default moves, Some fall damage, Can fight alongside NPCs at times

Later areas are generally gated by stronger enemies? (some quest/reputation gating?)
^"areas aren't physically gated off" - mandaloregaming, but this seems wrong
Some tools and spells for exploration/traversal (transformation spells - hover flight over water+fit into small spaces+climb steep mountain walls+avoid fall damage as a giant fly, climb steep mountain walls as a giant beetle/meatbug (also lets you enter the monastery); can pull out of reach objects towards you with telekinesis (not used much though), acrobatics skill makes you jump longer (and take less fall damage+move faster down slopes if not running) which lets you take some alternate paths for more efficient progression and exploration, can use bloodfly scrolls to get access to higher places, torches) - Beetle/meatbug and telekinesis are the only required ones and only at a couple of spots
Highly interactive world
Logbook/quest log feature
Teleport spell (gained later on, one destination point per area?)
Enemies don't respawn (instead new and stronger ones are added when story chapters are completed)
Crafting and basic cooking, Animal skinning skill
In-game factions affect certain skills rather than the story
Stealing is buggy (if you're fast enough NPCs will often get annoyed but not attack you or if you're slow they won't follow you outside of their house)
More natural neutral creature and NPC behavior - animals might kill and eat each other and they'll warn you to go away if you get close, NPCs can get hostile if you draw your weapon near them and there's a loyalty system with area guards (based on if you bribe them or not and down to which ones you've paid) that affects if you're protected from thieves as well as if other people are from your mugging them
NPCs have some behavioral schedules (if an NPC talks about going to an area to collect something you'll later see them do it)
Can summon demons
Sneaking and pickpocket don't really work?



Influenced by: Possibly Outcast, Daggerfall, Ultima IX, Lands of Lore II?


Influenced: Neverwinter Nights?

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