CHOOSING YOUR STORY!

A quick guide of what I think of as the types of rpg storylines

  • myersguy
  • 10/07/2007 12:00 AM
  • 1073 views
First off let me just explain what this guide is for

This guide is written to help you decide upon your storyline for your game to follow, it will list off some general RPG styles you could use and modify, as well as general pointers, and other such things.

So let's begin Listing

RPG Storyline Styles
One vs. The world
This storyline is a fairly common one. It is easy to use and follow, and is pretty much described by the title. The main character is out to save the world, whether it be by fighting evil forces, or recovering certain items, or however you want to look at it. He is usually set out on his own quest, but may find partners on the way. At any point, he will stop at nothing to do what he needs to do.

I guess an example of this could be super mario rpg, mario sets out to save the princess, meets some friends, and takes on the evil forces of smithy.

Small group vs. Big Group
Final fantasy 10 is a good example of this style. Basically the good group, or hero's group, is small, and the bad group is massive, but somehow the small group goes at them, and usually ends up on top (however this is not to say it wouldn't be a good idea for a twist ending to have the hero's team find some downfall at the end, perfect for a sequel.)

Religious
The title describes it all. Whether you want an angel fallen to earth, heaven vs hell, or any such things, this is the story for you. It doesn't have to be any kind of religion from our world either. Many games have their own religion or beliefs implied into the game. Usually if the game is built around religion, then the bad guy in the story (or the antagonist, if you wish to say it that way) has done something to go against the religion, or is using some kind of religion to summon something etc. Maybe the evil people have upset the normal balance and so on and so forth.

Searching quest
This style is not used on it's own, the idea of a searching quest is where an rpg is all based upon collecting something. For instance, super mario rpg uses seven stars, Legend of zelda: ocarina of time uses the stones and songs, Legend of zelda majora's mask uses masks, etc.

Damsel in distress
The classic, where a girl (whether it be a princess, the hero's sister, some kind of angel etc.) is needed to be rescued. This story can be done in many ways, maybe the evil forces have taken her and are holding her captive, maybe she has gotten lost, and two forces are trying to get to her first, maybe the hero has her, and evil forces wish to kidnap her, etc. This type of storyline doesn't always have to use a girl either, it could be the hero';s young brother, or maybe his father.

Sidekick style
This style of story is done when the two main forces fighting don't even include the playable character, but he rather somehow gets involved, and helps one side out, or maybe he even has to do work for both sides to fix whatever has happened to him. Basically, the hero isn't necesarily the player's character.

Well, that's about what I'm going to list for styles, remeber you can always modify them to your liking.

Here are the types of battle systmes you need to consider (although if using rm2k or rm2k3, you don't have much choice)

Side view
TThis is the default for rm2k and 2k3. It is used in the final fantasy games as well. It is a good general system, although I think the RPG maker side view system looks kind of to cartoonish.

Forward view
This is the default for RPG maker xp, however, the way they did it isn't always the way it has to be done. You could use the characters and just have the battle happen on a map instead, but this takes quite a bit of time.

Perspective view
First of all, I hope that's what it's called, or that the name fits it anyway. This is like the system used in super mario rpg (which I refrence oh so much) and I think Breath of fire does it too. This is where the characters are across from eachother in a diagnol fashion.

Action battle system
This is the type of batlle where the game doesn't stop for anyone to make their turn. The game keeps running and you just simply wipe out the enemies moving towards you. I realize that was a REALLY bad description, but to help clear it up with anyone who doesn't understand, it's the type of system used in the legend of zelda games (like Four swords, a link to the past etc).

Tactical battle system
Usually uses the default walking characters, this battle system gives the player turns (usually with some kind of movement points or something) and the player and enemies take turns moving a certain number of steps, and using attacks. The only example I can think of right now is tactics arena online, check it out.

Those are the most common battle systems, and are actually the only ones I can think of too. Now here are a few tips for you to remember when making your RPG

Stick to your storyline: Don't start switching things up and putting things into the story that don't fit with everything else, it's sometimes easy to do this by mistake

Watch for name mistakes: If your story takes place on some distant planet, and your main characters name is hijidama (ya, I know, no one would use a name like that, but it's an example) then make sure you don't have another character named Bob, watch that you don't do things like that.

Read tutorials online before you make it: Kind of like what you are doing right now. Tutorials will not only help you solve things you didn't know how to do beofre, but will aslo give you ideas for your game, such as a day and night system, or a dynamic party, or how about an hq which evolves as you progress through the story?

Think about the audience you are making this game for: Don't expect people over the age of 15 to enjoy a game that looks like it was made by a five year old. This isn't to say you shouldn't make games for younger audiences, it's to say that if it's for a younger audience, make sure to use understandable words, and don't start cursing your face off in the dialogue, the same goes for older audiences, use slightly more sophisticated words, and make the game have a deeper story to it.

Variety variety, and more variety: I have written a review for a game to let someone know about this one. No one likes a map that has a row of 6 evenlly spaced crates along the bottom of it, and the same broken bricks all over the place. Here is the screen that I am talking about
http://www.rpgmaker.net/games/232/screenshots/677/
If there is one thing that generally makes maps look better, it's variety. Whether that means not using the same chip over and over, or if that means not using the same chipset over again, it will help. The best thing I can suggest to help with variety is this: Download loads of different chipsets/ tilesets, and maybe even customizing them to fit to your specific need. The same goes with characters and so on and so forth.

That's all I have to say for now, if you have any questions, suggestions, or problems with anything said, don't be afraid to leave a comment or message me, I will gladly respond.