WHAT KIND OF RPG DO YOU MAKE?

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There are many types of Rpgs, which of the following do you usually make?

Story Driven: Lack of much combat, but a story that takes place most of the game. Usually scripted or basically there to tell the story of the heroes.
Around 40+ hours long around 20 without sidequests or slightly less.

Personality Rpg:Like the above, except the story is crafted around the characters and their personalities and you view the game through the characters instead of an overall story. Around the same length as the above.

Combat Story Rpg: Where you let the story reach the player and let them use their imagination as plot point are revealed while playing the game by talking to people. Can be around the same length as the above or even around 10 Hours long.

Action Game: Story? We give you an excuse to play the game generic or original, throw you in, and you just start playing. Maybe there are scenes that do tell a little bit more what' going on, or maybe not. Some game can be around 5 hours long or more.

To The Point Rpgs Story: A game that focuses on the story and tells it through without lagging or fillers or even other views. You play the game as the story unfold even during certain fights and it continues with the story without much exploration or whatnot and once the story ends the game is over. Like a story book. Games can be around 2 hours or more in this catergory.

To the Point Rpgs Action: Here's the bad guy? See him? Go kill him... NOW... in action paced combat until you reach his level/area/etc. and the game ends. Around the same game as above.

Wrpg: Games choices change certain conditions in the game that may or may not make your progress easier or harder without a story book plot as the story can change even slightly. Can be any length

Experimental Rpgs: Trying a new idea? Cross-overs? A made up way of moving? Trying to make a platformer? Etc? That what this is.

Closed-Rpg: An Rpg that focuses on detailed, but a linear progression, that sometimes may allow a form of exploration, but more contained.

Open-Rpg: A great sense of exploration. Bigger areas, can or might not be complicated. May be more empty, might be more of a grinder, might be areas with lots of buildings etc.

Strict Rpg: Whether big or small, once you get to certain parts of the game. You can't go back. You must follow the game the way it is presented to you.

Mind Rpg: Usually tries to add more than just combat, story. Might be exploration for items to unlock other areas, throwing in puzzles or mini games, changing characters which may play differently, side missions that require anything but running around or battling, etc. All thrown in for more game variety. Sometimes good, sometimes bad.

Arcade Rpg: Games that have a short story focus or combat focus that is meant to get you through areas quickly relying on your reactions or how well you can tell what would work in the next situation coming up. May or may not have a timers. Usually short. Story based ones are usually simple. Combat based ones usually just send you out. From dungeon crawling to etc.

Which of these or which combination of these do you guys usually use in your Rpg games?
Yellow Magic
Could I BE any more Chandler Bing from Friends (TM)?
3229
Nonexistent Rpgs.
Half of those descriptions overlap or are the same thing.

My game, being an j-style RPG, features a well-rounded mix of story and gameplay.
You forgot the type of RPG I make.

Awesome RPG: Games that are so awesome, you wish you could make something that awesome.

In all seriousness. The primary purpose of almost any game I plan is to tell a story, so my games (RPGs in this case) tend to focus more on story than anything else. Although game play is also important.
My style is most likely Action, Arcade, and Story, I might have to work on spreading out my Storylines so it doesn't just go, "Hey that's the last boss, finish him now!" ,as soon as the start, Also the Combat and Gameplay is something I definitely try to make matter the most, (although the story should too) I don't know why, but that's just me.
Simulated MMORPG would be nice, if I ever manage to finish writing that ppdoc.
author=dethmetal
Half of those descriptions overlap or are the same thing.

My game, being an j-style RPG, features a well-rounded mix of story and gameplay.


Same, though mine emulates old school story telling (so it can be brief/vague at times).
I'm a writer first and foremost, so I started by creating a narrative, based around what I hope are both a solid premise and solid characters. Ideally, the combat should function similarly to action scenes in a movie, with added tension from the risk of a game over, but without wasting the player's time or giving them challenges they're not ready for. (Because my favorite action movies spend much more time on narrative than on the actual fights, my project is relatively combat-light--and by only increasing stats by a small amount over the course of the game, I'm trying to not force level grinding.)

Also, I definitely make short works, both in this format and others. I don't think I know how to write a long story--my characters tend to figure out what course of action would result in ending the story, then take it.
Being a writer, I'm biased towards story-first then developing gameplay around it. The nature of the story leads to how many characters I want to be in the game, plus what I want the characters to be doing.
If they're going around town to dungeon to town again, I can get away with a small party. If there's a big war and the protagonist is leading a big force (guerilla unit or whole army), I'm going to need a large cast. The size of the cast then leads to gameplay design.
Max McGee
with sorrow down past the fence
9159
nonexistent experimental open wrpgs which are hopefully rather to the point
Nightowl
Remember when I actually used to make games? Me neither.
1577
Possibly existent or nonexistent open rpg with pinch of WRPG and JRPG.

I want to focus more on gameplay, because if I did it the other way around, my game would end up being same as a book, except a little interactive. <-- DO NOT WANT

Though, I wasn't exactly thinking about having a cliché "SAVE THE 7 CRYSTALS, DESTROY THE VILLAIN WITH NO PROPER MOTIVE FOR EVILNESS, BE A FUCKING HERO" plot. Or having shitty overused character types.
author=Julev
You forgot the type of RPG I make.

Awesome RPG: Games that are so awesome, you wish you could make something that awesome.

Awesome RPG should be a widely recognized and accepted genre.

Personally, i enjoy rpgs that offer a little action, whether its just light action like Super Mario RPG, or very action oriented like Kingdom Hearts.

EDIT: Stupid me, i just relized this topic is about game I make, not game I like... My game in collaboration with Sauce is mostly story driven. I think a good story can keep 'em coming back for more.
I don't like some of your descriptions...

Action Games (games for which stories are only excuses to throw you in combat) aren't always necessarily short. In fact, often, they can be as long, if not longer, than story based games. FF V is arguably such a game. Its story is renowned for being less than par but it's got hours upon hours of gameplay and the like.

Action/Experimental RPG's. I'm plyaing a game for the gameplay really. Combat is a nice form of gameplay. Experiment with it or other mechanisms all you want but I tend to always return to combat.
Actually I am going for original and entertaining long-short games, maybe and rpg, or a plattform, or a shooter (danmakus really seduce me), but I really don't want to focus on stories, I love them but is almost a fact that great stories are elaborated and elaborated means that take a lot of time, so I just going for the pleasure of making games and not the genre or perfection :)
What I have in mind (and will probably never complete) is a game where you can get lost in it's world, characters, and choices. For me, in the vast majority of RPGs I play, the battles never excite me. They're simply there. I have no issue with how battles are done, they're just never what I come back for.

I usually like games which have multiple endings or where I can see the consequences of my actions unfold. Possibly the most awkward I've ever felt about decision making was in the Mass Effect series, with the influence you can have over the Krogan genophage (not gonna post spoilers, don't worry)

Shenmue is still a really good example of a game I played simply because I loved the world and the interactions you can have there.
LEECH
who am i and how did i get in here
2599
Unfinished RPGs.
author=Sam
What I have in mind (and will probably never complete) is a game where you can get lost in it's world, characters, and choices. For me, in the vast majority of RPGs I play, the battles never excite me. They're simply there. I have no issue with how battles are done, they're just never what I come back for.

I usually like games which have multiple endings or where I can see the consequences of my actions unfold. Possibly the most awkward I've ever felt about decision making was in the Mass Effect series, with the influence you can have over the Krogan genophage (not gonna post spoilers, don't worry)

Shenmue is still a really good example of a game I played simply because I loved the world and the interactions you can have there.

It's feasible.
Write several story branches and dialog/action choices on your pre production document. You can think of it as a Visual Novel with added RPG gameplay features.
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