LOCKEZ'S PROFILE

LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
The Unofficial Squaresoft MUD is a free online game based on the worlds and combat systems of your favorite Squaresoft games. UOSSMUD includes job trees from FFT and FF5, advanced classes from multiple other Square games, and worlds based extremely accurately upon Chrono Trigger, Secret of Mana, and Final Fantasies 5, 6, and 7. Travel through the original worlds and experience events that mirror those of the original games in an online, multiplayer format.

If a large, highly customized MUD, now over 10 years old and still being expanded, with a job system and worlds based on some of the most popular console RPGs seems interesting to you, feel free to log on and check it out. Visit uossmud.sandwich.net for information about logging on.
Born Under the Rain
Why does the jackal run from the rain?

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Lying to Players

There's a massive difference between someone thinking that something happens more often than it does when they don't know the numbers, and lying to someone about the numbers in order to perpetuate their bias. People falling prey to a bias doesn't make it acceptable to lie to them. It's fucking repulsive. I don't think any of you should be allowed to make games.

Lying to Players

author=darken
More foolish than balking at the numbers is assuming that humans don't fall prey to confirmation bias or gambler's fallacy.

Of course the absolute dumbest of people do fall prey to that, but that's no reason for a game designer to change their game.

How many items do you like to be able to carry in an RPG?

If your game is designed around dungeons being tests of endurance for the players to get through without running out of resources, then giving them nearly-unlimited resources ruins your game. Games like Secret of Mana, Kingdom Hearts, and Dragon Age 2/3 handle items like this and do a good job, letting players carry a small handful of healing items which are pretty carefully measured to match the length of the dungeons. A lot of these games also let players increase their inventory capacity slightly as the game goes on, matching the increased length and difficulty of the dungeons.

If your game isn't designed around testing the player's resource management as they go through an area, then why do you have a giant inventory of healing items at all instead of just automatically healing the player after each fight? Just give them a few emergency supplies, which they can use when they're on the verge of death in a boss fight.

Attack items that basically function as ammunition are different. If every time the player attacks, the attack expends an arrow or a grenade or a dose of poison or whatever, then the game should let players carry however many of those items causes the player to feel getting lost or grinding or using a bad strategy will cause them to run out of resources. Let them carry just barely enough to beat the dungeon if they ration their resources carefully.

MP recovery items can, annoyingly, fall into both categories if MP is used for both healing spells and attack spells. I usually feel like offensive spellcasters should have a secondary way to recover MP in these kinds of games, so that MP recovery items can be limited in a way that's calibrated to the healers.

Lying to Players

No wonder the hit rates in fire emblem feel like fuckin' trash. I think that shit is basically unforgivable and might even singlehandedly be what makes the games feel so unplayable.

Xcom games feel fine. I never understood the room temperature IQ people who complain that their 98% hitrate attack missed. Of course it missed. That's why it didn't say 100%, dumbass. You morons literally can't figure out that 98 is less than 100?

I've never played a highly tactical game where I thought having a miss chance on the abilities improved the game though. There are plenty of RPGs with a strong focus on tactics where everything always hits, like every Nippon Ichi game, most MMORPGs, etc. If you as the designer think that random hit rates are so problematic that you have to lie to the players about them, why do you even include them in your game?

The randomized smutty fanfic challenge

I forgot about this topic and NOW IT LIVES AGAIN

Can you please recommend some great shorter, well paced games on this site?

I will recommend Wine & Roses if you want fantastic gameplay and The House of Gwendolyn if you want fantastic writing. Each of them is less than two hours long.

Underrated Waifus?

Last time I checked, Bakemonogatari was the #1 best selling anime series DVD of all time, so calling a main character from it "underrated" seems a bit silly, but otherwise I appreciate this topic of unapologetic gushing over cute anime girls that nobody cares about.

The Featured Game Thread

Well, thanks! It's weird - when I first made the game I was very proud of it, and then as I got better at making games I started to feel like it kind of sucked and I didn't want people to think of it as the kind of game I made. And now my thoughts have come full circle, and I think it's a very solid retro game of a type that will probably appeal to a lot of people, even though it's not what at all like I would make today.

That thing you want but never get.

author=RedMask
For me I have for years wanted a globe, Jenga, and Boggle.

I know there are expensive globes, but Jenga and Boggle are only $10 each.

I would like a roomba but those things are expensive. Also a bunch of anime waifu pillows. And there was this official resin statue of the FF6 opera that they made back in 1996 which cost over a hundred dollars at the time and is now ultra rare and worth closer to a thousand dollars.