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THE CONTEMPORARY TOUCH: TRADITIONAL RPGS FOR A NEW GENERATION

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Craze
why would i heal when i could equip a morningstar
15170
My name is Craze and my current project is to create a medium-sized traditional RPG, in the vein of Dragon Quest and the earliest (I-III) Final Fantasy titles. That is to say, I mean to make an exploration-based RPG with turn-based battles, characters with stats, an open vehicle-filled world map, hidden treasure, kidnapped princesses, etc.

But I'm not trying to be nostalgic, and I'm not trying to be "oldschool." In fact, the purpose of this topic is a sort of brainstorm to answer the following question: what needs to happen to the proto-RPG mechanically (assume a gameplay-focused gameplay:narrative ratio) to make it work as a modern videogame? Let's also ignore graphics (interfaces are fair game, however).
(EDIT: oh, I didn't understand what you were asking for)
A final boss you defeat with punch cards!

Also a good pace and not absolute shit interface. Old RPGs are made as giant fucking time sinkholes with interfaces about as intuitive and quick as driving an Escher painting.
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
Modern RPGs definitely have way more character customization, and much more complex experience and skill-learning systems. You will not find a modern RPG where you just automatically get all your skills as you level up - you'll have trouble thinking of more than a couple where you get any skills as you level up. Sometimes you don't directly get stats from levelling up either. Levelling up tends to unlock things rather than grant them, and some extra action is required before you reap the real benefits. This "extra action" is sometimes some sort of challenge, and other times is some sort of customization. Or both, of course.

I don't have to point out non-random battles, right? Or autosaving? Everyone already knows to add those two, they are the things you guys all beg for all the freaking time.

In line with autosaving is to set custom respawn points so that when you die between this spot and this spot, you go back to exactly right here, and the game autosaves immediately after respawning you. That is how modern games typically deal with deaths, guys. It is called a checkpoint. I know you are all RPG nerds but I also know you've at least watched someone play an action game once or twice in the last decade.

I kinda hate to say this but you probably want achievements of some type. They don't have to be online, but a lot of people think they're a pretty neat idea (or think they're a dumb idea but subconsciously really enjoy doing them).

In-game tutorials any time you have to do something you've never had to do before are an obvious thing to add that many old games don't do. Visible on-screen notices any time you are allowed to press a button to perform an action are a less obvious one. That arrow at the bottom of every text box that lets you know you can press enter to continue? Change it to a picture of the enter key. Put the menu button and the action button in the bottom right corner of the screen, and change the text under the action button depending on what action you can take, and gray it out when it's unavailable. Make the picture of the action button pulse or flash or whatever when pushing it is really important. On the one hand "holy shit do we really need that extreme hand-holding" but on the other hand people want to be challenged by how well they can overcome the obstacles that are presented in the narrative, not by how well they can overcome the controls (especially in an rpg, where reflex-based challenges aren't a thing). Regardless, this is a topic about how to make a game more modern, not about whether doing so is a good idea or not.
On the subject of battle mechanics I think rhythm or flow or whatever-you-want-to-call-it is pretty important. In the old method, the rhythm was more or less steady as you damage the enemy and keep your health up in a battle of attrition until your magic points are exhausted.

Things got better when designers gave enemies the capability to vary the rhythm in the form of things like spike damage. That's an example of reactive rhythm, with players now reacting to the enemies' actions instead of just the status of their health bar. The reactive rhythm sort of diversified with reactions like interrupting enemy actions or preemptively using barriers, but the concept of varying combat rhythm was still enemy-driven.

But combat rhythm can also be directed by the player--or proactive rhythm. There have been a lot of ways designers have implemented proactive rhythm such as threat management (common in MMORPGs), but one of the more common methods is resource generation. By that, I mean magic points or a similar resource pool that is restocked when the player takes action (WoW's Fury or 4 Heroes of Light's AP). The rhythm is varied by instances of resource generation and resource expenditure, which are player-driven mechanics.

Two other examples of proactive rhythm are Final Fantasy 13 and Xenoblade. In the former, you manage a resource called chain. Chain is accumulated by damaging the enemy until the enemy is "staggered," which presents an opportunity to do maximum damage in safety. Similarly, Xenoblade has chain/topple mechanics where players proactively try to knock down their foes with a certain combination of abilities, opening their enemies up to even more lethal attacks. Proactive rhythm boils down to the player taking actions to control what's happening in battle.

Anyway, I brought up both FF13 and Xenoblade because they represent an ideal merger between proactive/reactive rhythm and have the kind of battle mechanics the modern jRPG should aspire towards (ignoring FF13's non-combat related flaws). In addition to minding your chain in FF13 you are also reacting to enemy spike damage by shifting your party into defensive formations at the right moments. The combat rhythm alternates between player and enemy control, so a new meta-rhythm emerges where the player has to identify when that switch occurs.

Xenoblade is even more interesting. Enemies emote spike damage which is preemptively mitigated by using a shield or dodge spell. What's interesting is these spells are only useable when you've charged up your own talent art meter (yet another proactive mechanic... there's also tension which is both proactive and reactive... Xenoblade is very layered). So now you're proactively reacting to enemy actions, and who's controlling the rhythm becomes seamlessly blurry. This trend continues once you realize that proactive topple mechanics can also interrupt enemy spike damage, creating wildly satisfying turnabouts in combat rhythm.

While the two former examples don't have turn-based battle systems, their mechanics can translate into one that is. I think the modern jRPG battle system should try to achieve dynamic combat rhythm in the way those games have.

One thing I would recommend when looking at your proactive mechanics is to avoid having them be passive. My example there is 4 Heroes of Light, in which you sacrifice a turn to generate AP. 4 Heroes of Light could've been more interesting if each character class had an actual action associated with AP-generation. Like a Warrior would Taunt or just use a normal attack, or a White Mage uses a small heal to generate AP for "the big one."

Hopefully I wasn't rambling too much. I should organize these thoughts some time.
Equipment diversity. When I say diversity I don't mean having a thousand weapons, but having weapons that are distinctly different from each other. This is something that should go without saying, but one-dimensional equipment is still really common in RPGs. Usually it just boils down to an Iron Sword having +20 attack power versus a Steel Sword that has +30 attack power.

Equipment differences should be more meaningful, frequently offering resistances or special effects or underlying mechanics that make a high-critical strike dagger more valuable than a steady but high-damaging greatsword. An old but still great example of meaningful equipment diversity is Lufia 2. Elemental weapons or weapons strong versus "bugs" or whatever are common. Most pieces of equipment also had unique special abilities that could be performed by expending a Limit Break-like meter called IP (intensity points?). So when you're looking at a new shield, sure it might have +5 more Defense, but this other shield can also restore 50% of my party's health at clutch moments.

Not jRPGs, but Blizzard has really pioneered equipment diversity in games like Diablo and World of Warcraft. The variety of statistics makes the player weigh the advantages each type of upgrade or sidegrade offers based on their character class and specialization. Equipment sets are also prominently featured, instilling a "gotta catch'em all" mindset into players and also incentivizing collection for the non-OCD players by implementing bonuses that become stronger as you complete the set

One thing to keep in mind is that the more complex your equipment and statistics become, the more important it is for mechanics transparency and for their effects to be plainly discernible without spreadsheets and GameFAQs.
Craze
why would i heal when i could equip a morningstar
15170
Ho shit

These are the kinds of examples and ideas I was looking for. Keep it up, guys!

I'll respond more in-depth when it's not bedtime before an 8am class.
If a player who doesn't understand what they're doing looks up a walkthrough, the solution should be to try some tactic that they can enact from the point in the game where they got stuck, rather than to restart the game and do something differently all along. For instance, if you're going to have a point build system, it's a bad idea to set things up so that some builds that look fun and easy to play are completely nonviable, unless you also have a mechanic for respeccing. (This isn't a problem with the RPGs you mentioned, but it can be a problem for older games in the genre, and you can also see it in hybrid games. Who else here tried to build a stealthy martial artist in Alpha Protocol, then got locked in a room with a hand-to-hand combat champion who ignored stealth?)
Quest logs and quest markers are all the rage these days. Also, an easy way to re-read conversation history.
Can we lose the token Tolkeinism/Regurgitated Japanese Tolkeinism in all modern amateur rpgs, thanks.

I honestly can't stand that D&D shit anywhere outside of D&D or early videogame rpgs that were doing something that was then NEW when they used Tolkein/D&D expies for their content. Now it just screams "all my ideas are lame and derivative and I have to use the aesthetic and lore of a decades old author and the primordial spinoffs relevant to their era because I can't think of shit for myself"

See: World of Warcraft.

I mean, eh.. If you have to, sure, let's fight more (sn)orcs and kobolds and dragons and and have long hair and a big medieval sword and an elven character who uses a bow and an axe wielding dwarf sidekick but there better be something else going on in the game world that isn't tied up in what is probably the single most recycled set of ideas in the history of the game making enterprise.

Is there any reason other than laziness and unquestioned tradition that this stuff is still used pretty much vanilla in modern games o_o

(to be fair, you already have a good track record of breathing new life into the usual rpg setting/pretty original lore. So, more of that please)
author=NB
Can we lose the token Tolkeinism/Regurgitated Japanese Tolkeinism in all modern amateur rpgs, thanks.

I honestly can't stand that D&D shit anywhere outside of D&D or early videogame rpgs that were doing something that was then NEW when they used Tolkein/D&D expies for their content. Now it just screams "all my ideas are lame and derivative and I have to use the aesthetic and lore of a decades old author and the primordial spinoffs relevant to their era because I can't think of shit for myself"

See: World of Warcraft.

I mean, eh.. If you have to, sure, let's fight more (sn)orcs and kobolds and dragons and and have long hair and a big medieval sword and an elven character who uses a bow and an axe wielding dwarf sidekick but there better be something else going on in the game world that isn't tied up in what is probably the single most recycled set of ideas in the history of the game making enterprise.

Is there any reason other than laziness and unquestioned tradition that this stuff is still used pretty much vanilla in modern games o_o

(to be fair, you already have a good track record of breathing new life into the usual rpg setting/pretty original lore. So, more of that please)


I guess I haven't played enough RPG's to be that tired of it.
author=Feldschlacht IV
author=NB
Can we lose the token Tolkeinism/Regurgitated Japanese Tolkeinism in all modern amateur rpgs, thanks.

I honestly can't stand that D&D shit anywhere outside of D&D or early videogame rpgs that were doing something that was then NEW when they used Tolkein/D&D expies for their content. Now it just screams "all my ideas are lame and derivative and I have to use the aesthetic and lore of a decades old author and the primordial spinoffs relevant to their era because I can't think of shit for myself"

See: World of Warcraft.

I mean, eh.. If you have to, sure, let's fight more (sn)orcs and kobolds and dragons and and have long hair and a big medieval sword and an elven character who uses a bow and an axe wielding dwarf sidekick but there better be something else going on in the game world that isn't tied up in what is probably the single most recycled set of ideas in the history of the game making enterprise.

Is there any reason other than laziness and unquestioned tradition that this stuff is still used pretty much vanilla in modern games o_o

(to be fair, you already have a good track record of breathing new life into the usual rpg setting/pretty original lore. So, more of that please)
I guess I haven't played enough RPG's to be that tired of it.
I have yet to reach the newblackian levels of jadedness, as well.
Craze
why would i heal when i could equip a morningstar
15170
That doesn't mean it's not outdated nonetheless. I usually see it in wRPGs, though. jRPGs have the ruined village -> slimes -> bishie villain issue. I mean, Dragon Age: Origins is apparently lauded over its superior sequel as ZOMG STORY and whatnot, but... it's Lord of the Rings with an even less interesting villain. Darkspawn are Uruk-hai and goblins and they don't even bother to really hide it. The only section of DA:O that I felt was actually unique was the delve into the Deep Roads.

Jude, I have little to say to you other than "yesssssssssssssss." I love everything you said; please organize it and force it down new people's throats.
fuck da elves. hoomans 4evar

I can't remember the last non-D&D game I played that even had a race/species option for character creation and for proto-RPGs the only that comes to mind is Might & Magic whose races are pretty much the standard D&D fare. Ultima has the gargoyles too.

Character creation doesn't feel like it has changed much from the M&M days: Pick race and class and go with some other minor options. Somebody should mash Crusader Kings into the mess so instead of your Dwarf Fighter you can get a Dwarf Midget Greedy Alcoholic Zealous Lisp Incapable Warrior. Then have the game's narrative react to your band of fuckups!
If Craze takes these suggestions on, I can see this ballooning from medium-size to large-size pretty quickly!

we should totally get together and make a game-baby out of this

designing Dragon Quest styled games get me pumped.
A lot of the suggestions I would have made have already put forward, so I'll stick with a simple one: a fresh story with unique, well-developed characters. Perhaps making your characters a teensy bit genre savvy? And please, no motiveless ultimate evils who want to destroy the world for no apparent reason.
Craze
why would i heal when i could equip a morningstar
15170
But does the game even need a narrative? Don't games just... need to be games? Millions of people play League of Legends, and it has some fluffy backstory that I've never read but the game is... a game. That you play. Do you play backgammon or Monopoly for the story?
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
Let's try to stick with gameplay stuff instead of story stuff. The OP says "mechanically" and I don't think Craze really cares much about story. If you're gonna have a minimalistic plot with spiky-haired 13 year old heroes and spunky princesses and demon overlords, you might as well play it straight. If you want an even more minimalistic plot then you don't really even need characters.

Not that "fresh, unique, well developed story" is really a feature you can just have suggested to you and decide "oh yeah, good thinking, I'll do that" and then just put it in your game. I mean seriously. There's a little more to it than that, I think!
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
A major challenge in more traditional RPGs was getting through a dungeon and then beating the boss without using up all your resources. The NES incarnations of the Dragon Quest and Final Fantasy series both turned this into a meaningful challenge in different ways - FF by severely limiting the number of times you can cast healing spells, and DQ by severely limiting your inventory space.

In modern RPGs this type of challenge has practically disappeared due to a combination of unlimited inventory space, heal points before bosses, and the ability to save anywhere. As a result dungeons have become much shorter with far fewer non-boss battles. The reasoning behind these changes isn't bad - save anywhere is kind of a no-brainer; unlimited inventory space keeps you from getting stuck if you save in the middle of a dungeon and allows for a lot more strategic options when outfitting yourself; heal points before bosses let the designer fine-tune the difficulty of each boss much more accurately and let the player use their more interesting abilities a lot more often.

It makes me wonder if you could create a game with the same kind of dungeon-delving challenges as these old RPGs had, but without sacrificing these benefits of modern game design. To keep from save-anywhere locking you in, you would need a spell that teleported you back to the inn that costs no MP; maybe it costs experience points? To let the player use their more interesting skills more often, but still have to worry about conserving resources, maybe instead of free healing right before the boss, they could have a skill that can be used 5 times per dungeon that restores their MP, but only works outside of battle? To go a more traditional route, you could just add a solid number of treasure chests in each dungeon that have hp-recovery and mp-recovery items. I am trying to brainstorm here.
Craze
why would i heal when i could equip a morningstar
15170
LockeZ, that's exactly what I'm trying to do - the resource game. I'm including "gtfo out of this dungeon" items, and healing is only with items, so you had best stock up. Abilities are cheap, but you only have so much Energy based on your level, and you gotta make it last for the entire dungeon. Support abilities cost SP (...Support Points) that build a la TP in other games and reset each battle, so if you want to do a Spell Charge for 2x damage it doesn't eat into your Energy that you use to actually kill stuff with. (There are failsafe weapons you can't sell that have 0E attacks included in the worst-case scenario, but they're not exactly powerful.)

You could technically save-fuck yourself, but you have lots of slots and I'll probably have FFXII-style warnings for "hai guyz you probz shouldn't overwrite at this save point? kthnx." Save points will ONLY save your game, not heal you.

Basically, yeah, I'm trying to make a modern-but-traditional "clear out the dungeons a bit at a time" game.
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