Little Devil Inside will have the features found in RPGs such as character traits, stats, weapon & armour upgrades but the focus of our design concept was not so much ON each of the features but HOW they can be delivered to the player so as to create that emotional link to keep the player immersed and make them live the game rather than just play it.
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Basically, the players will be living the world and surviving their journey to achieve missions. Or, they may be just investigating around for information, talking to NPCSs, researching the library… there’ll be plenty to do or little to do depending on how the player plays the game. Our focus and design goal is not to force or influence player decisions. We want them to explore the world and learn and actually accumulate experience.
The setting is pretty much open so the player controls the pace of the game. Some may just follow the main storyline, do the missions as quickly as they can and be done with it whereas others may do more explorations, spin off into multiple side missions and events and get the most the what the game has to offer. However, even in the first case, we don’t wish to add conveniencies too much which means a player will not be able to just click on a certain part of the world map and teleport themselves there.