THE CONTEMPORARY TOUCH: TRADITIONAL RPGS FOR A NEW GENERATION
Posts
Hesufo
Yeah, you're kinda falling in the same mistake kentona first pointed out by meshing up a thousand effects in your attacks.
The system looks convoluted at first, but I'm pretty sure it is manageable. I think you may be moving the wrong cogs in the engine, though. Battles are not all about the skills, first of all - Firaga is not dynamic in itself, but you can find ways to make it dynamic (either by efficient skill combinations or modifying enemies' properties) instead of making all skills interact with each other and over-complexizing the whole system.
Dynanism isn't inherently good.
pretty sure it was LockeZ but w/e
thing is these skills are not actually that complex =x
a mid-game character's skill list will look something like this, at this point in my design:
Daphne the L27 Assassin
WEAPON
Slice & Dice - 0WP - Basic attack. Two hits, both building 4 WP
Knife Throw - 10WP - One hit, effective vs. flying enemies
Triple Cut - 15WP - Three hits
ASSASSIN
Envenom - 1E - Weapon inflicts Poison (self, instant)
Easy Target - 2E - Weapon deals 50% more damage to foes inflicted with Sleep/Stun/Freeze (self, instant)
Infiltrate - 4E - Remove all elemental barriers on a foe
Misery - 3E - Hex a foe to take 25% more damage from weakness hits
SUNDRY (Character-specific, or added from accessories/quests)
Speed Rise - 2E - Buff ally with Speed Up <note: everybody has an inherent buff skill>
Stone Toss - 0E - Weak attack effective vs. flying enemies <note: everybody has this>
I'm not sure how this is ridiculously complex or terrible or anything =X
E: Energy, limited resource, its skills build WP
WP: Dynamic, renewable resource, gained by using E-Skills and basic attacks
That's how I understood it.
The system is actually fine. I suppose the mage classes' basic attacks are fireballs and shit?
EDIT: What an awfully simple post. In any case, I like the strategy element inherent to the skills system, and I guess you'll be able to mix all those effects well, in a way or another. What I have personally disliked from your recent games is the complete focus in battles and, more importantly, the fact that each of them lasts for like 10 minutes. Another bit that bugs me is that you force-feed strategy upon your players, instead of having it be an option to dispatch enemies more efficiently. It's another gripe and I guess it has more to do with your target audience. I'm all for strategic battles, but having to fight them with that in mind constantly and for so long kinda puts me off (I have admittedly dropped Obelisk: Devilkiller due to this)
From the looks of your system, you are trying to reconcile aspects from your latest battle systems and the dynamism of dungeon crawling, which isn't bad at all and I think is all it takes for a traditional-styled RPG to stay relevant to your audience.
WP: Dynamic, renewable resource, gained by using E-Skills and basic attacks
That's how I understood it.
The system is actually fine. I suppose the mage classes' basic attacks are fireballs and shit?
EDIT: What an awfully simple post. In any case, I like the strategy element inherent to the skills system, and I guess you'll be able to mix all those effects well, in a way or another. What I have personally disliked from your recent games is the complete focus in battles and, more importantly, the fact that each of them lasts for like 10 minutes. Another bit that bugs me is that you force-feed strategy upon your players, instead of having it be an option to dispatch enemies more efficiently. It's another gripe and I guess it has more to do with your target audience. I'm all for strategic battles, but having to fight them with that in mind constantly and for so long kinda puts me off (I have admittedly dropped Obelisk: Devilkiller due to this)
From the looks of your system, you are trying to reconcile aspects from your latest battle systems and the dynamism of dungeon crawling, which isn't bad at all and I think is all it takes for a traditional-styled RPG to stay relevant to your audience.
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
author=Hesufo
Another bit that bugs me is that you force-feed strategy upon your players, instead of having it be an option to dispatch enemies more efficiently. It's another gripe and I guess it has more to do with your target audience. I'm all for strategic battles, but having to fight them with that in mind constantly and for so long kinda puts me off (I have admittedly dropped Obelisk: Devilkiller due to this)
This is definitely a target audience problem, because I love that shit.
author=Craze
From the first post:
But I'm not trying to be nostalgic, and I'm not trying to be "oldschool."
I'm taking the traditional RPG formula and building upon it, not making Hero's Realm/Generica/Hellion (although to be fair, Hellion is actually pretty modern; it's an early 2000s wRPG with NES jRPG flair ("NES jRPG HURTMORE?")).
My story and mapping are also beyond the NES; I have actual characters and an actual world (although FFIII's layered world reveals were great imo, but I only played FFIIIDS which is in pretty much every other way a terrible game).
I don't want to make a traditional game, I want to make a game in the vein of those games - my class system is very inspired by FFV, but I also don't want to clone it. I'm still an indie dev trying to be creative!
No offence, I love the work you do and the creative shit you come up with, but it sounds to me like you are using "Traditional RPG Formula" as an excuse to have a shitty narrative. I agree with you that an RPG doesn't need a narrative, not in the slightest, but a shitty narrative (lol princess crystals demon lol) is worse than no narrative at all. It would seem that you want to make a gameplay heavy game. Which I love you all the more for; but why don't you just make it a Dungeon Crawler and skip this "Traditional RPG Formula" non-sense?
kentona
What's an E and what's a WP?
Hesufo
E: Energy, limited resource, its skills build WP
WP: Dynamic, renewable resource, gained by using E-Skills and basic attacks
Yes. WP is "Weapon Points." You build E based on your basic attacks and double the cost of any E-skills (so Easy Target would build 4 WP). Energy is my catch-all "MP" since I didn't want different mechanics for different classes (which would cause issues when switching mid-dungeon).
Hesufo
The system is actually fine. I suppose the mage classes' basic attacks are fireballs and shit?
Not entirely. Staff-, Spear-, Bow- and Gun- weapons are for mages or at least support them. Staffs and Guns are built especially for mages; spears and bows simply have some magic-influenced attacks. Since classes permanently affect your base stats as you level them up (something I really liked from DQIX's passives), spears and bows are good for characters that build both rogue and mage classes. A staff's basic attack is a weak non-elemental spell, but it's other techniques are all supportive - buffing the user's MGC/MDEF, lowering Energy costs this turn (good for some other classes, too!), or putting a foe to sleep. Guns are fully offensive, but half of their damage comes from MAT and their WP costs are high (works out well for mages whose spells also tend to cost a chunk of Energy, thus building lots of WP!). Guns are also good for spellrogues currently in a rogue class, since rogues have the highest ATK.
Hesufo
etc. etc. (I have admittedly dropped Obelisk: Devilkiller due to this)
Good, it is terrible aside from "LOOK I CODED A THING." I agree with everything here.
Hesufo
From the looks of your system, you are trying to reconcile aspects from your latest battle systems and the dynamism of dungeon crawling, which isn't bad at all and I think is all it takes for a traditional-styled RPG to stay relevant to your audience.
This is the idea! I told NewBlack recently that I really need to figure out the roots of the genre before I continue trying to break it. That's the goal here, and I'm glad you approve.
LockeZ
This is definitely a target audience problem, because I love that shit.
no, obelisk is just really bad. this game should appeal to both types of people !!
prexus
No offence, I love the work you do and the creative shit you come up with, but it sounds to me like you are using "Traditional RPG Formula" as an excuse to have a shitty narrative. I agree with you that an RPG doesn't need a narrative, not in the slightest, but a shitty narrative (lol princess crystals demon lol) is worse than no narrative at all. It would seem that you want to make a gameplay heavy game. Which I love you all the more for; but why don't you just make it a Dungeon Crawler and skip this "Traditional RPG Formula" non-sense?
How is "I have actual characters and an actual world" indicative of this? :< My rantings about a need for narrative are unrelated to this project. I'm gameplay-oriented, yes, but part of the whole point of this game is practicing world-building. My primary villains are actually purposefully "shitty," but only in that they are PURE EVIL. I'm just going to quote more NewBlack convos here (slight unmarked spoilers if you give a damn):
NewBlackPeople (myself included, to a lesser degree) have mainly complained about the lack of well... "Fluff" in your games so I guess this makes sense, albeit pretty drastic. Personally I thought edifice had a lot of soul, it was just that you had to work for it. Like I said before, you make compelling stuff but there's a feeling of "toss me a bone here o_o" sometimes, when it looks like there's a lot to give but it's not being given. I guess you have the "hook" part of game making down pretty damn well :P
CrazeOh this game is still pretty evil in that sense, at least if you pursue Daphne. The love interest is entirely optional, but the (con?)quest begins at the very start of the game to provide you with some direction - <REDACTED>, but in the short term should be a decent hook for new players.
On the flipside, this game will be a lot more forthcoming than Edifice about... everybody else. I'm trying to make interesting NPCs (and sheep) that both help develop the party and the world. The villains are a little shallow/entirely and unrepentantly evil for the sake of dominion and evilness, but I'm still trying to 1) make them active in the world space (I mean, seriously, the world is cloaked with night, and entire continents are sundered in half) and 2) make their lieutenants interesting. The Seraphim work for the Demon King who works for/summoned the Moth Queen... the Seraphim are who you interact with the most, if you do their sidequest chain. (SO MUCH IS OPTIONAL.) They're angels, but they're pretty much True Neutral. They work for the Demon King because he is a powerful entity, and an angel without a leader is worthless.
I'll be honest, I have nothing to contribute to this topic about gameplay stuff because I am rubbish about that sort of thing and this game only sounds vaguely related to my interests! If it ends up existing, probably still something I'd play our of curiosity.
However I am curious why people are conflating "minimalistic approach to narrative" with "shitty narrative lol princess crystals demon lol who needs a story it's just a game right"?
Reading these things makes me think of less emphasis on the presentation of a narrative like most people expect from an RPG (which to my understanding includes cutscenes, lots of dialogue and text, NPCs guiding you around in some way, looks into details about character backstory/past/motivation via dialogue or flashbacks or other narrative devices... that kinda thing), not "FUCK IT LET'S JUST DO WHATEVER, IT DOESN'T MATTER IN THIS KIND OF GAME"
As long as whatever ends up happening provides context for my actions in a game and is internally consistent/makes a lick of goshdarned sense, I can rarely be arsed to care beyond that. Also I would argue Demon's Souls had a pretty deep narrative, or at least a very deep setting, (deep as in lots of stuff going on and the puzzle pieces being there if you decided to put them together) just that a lot of it was conveyed through the atmosphere and setting and shit; I think this falls under lol semantics, though.
Edit: OTL LOOK AT ME HITTING THE SUBMIT BUTTON JUST A SECOND TOO LATE
However I am curious why people are conflating "minimalistic approach to narrative" with "shitty narrative lol princess crystals demon lol who needs a story it's just a game right"?
author=Craze
(assume a gameplay-focused gameplay:narrative ratio)
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?
atmosphere/presentation can go a long way to provide a mystique without a concrete narrative - like Castlevania SotN would still be engrossing without its, what, ten or so dialogue boxes?
Re: Demon's Souls, it's oozing in atmosphere and setting quality. It doesn't need a strong narrative, the game has this awful (in the medieval sense) presence about it -
Reading these things makes me think of less emphasis on the presentation of a narrative like most people expect from an RPG (which to my understanding includes cutscenes, lots of dialogue and text, NPCs guiding you around in some way, looks into details about character backstory/past/motivation via dialogue or flashbacks or other narrative devices... that kinda thing), not "FUCK IT LET'S JUST DO WHATEVER, IT DOESN'T MATTER IN THIS KIND OF GAME"
As long as whatever ends up happening provides context for my actions in a game and is internally consistent/makes a lick of goshdarned sense, I can rarely be arsed to care beyond that. Also I would argue Demon's Souls had a pretty deep narrative, or at least a very deep setting, (deep as in lots of stuff going on and the puzzle pieces being there if you decided to put them together) just that a lot of it was conveyed through the atmosphere and setting and shit; I think this falls under lol semantics, though.
Edit: OTL LOOK AT ME HITTING THE SUBMIT BUTTON JUST A SECOND TOO LATE
What I'd like to know, Craze, is what you think your project lacks, specifically. What you've disclosed so far seems like a pretty solid mesh-up of a modern take on a traditional RPG, like I said at the end of my previous post.
I remember a game you made for a RMN Contest a long time ago, called "Geondun". Man that was the shit. It had party customization (albeit a static one at that), battles that were pretty fucking hard but doable and the pace was perfect - treasures, random events, pickup points, etc. What I'm trying to say isFUCKING GO BACK TO WORKING ON IT I don't think you need to stray too far from most traditional features of games. Reinventing the wheel can be another swing and miss, and I think what a traditional RPG player wants to see is... well, a traditional RPG. The usual Craze-touch you have shown us bits of in this thread is enough to keep things interesting and "modernize" the game itself.
As specific ideas you should heavily consider, I have two that are very high in my priority list for good gameplay-based/exploration RPGs currently: good puzzles and touch encounters.
I remember a game you made for a RMN Contest a long time ago, called "Geondun". Man that was the shit. It had party customization (albeit a static one at that), battles that were pretty fucking hard but doable and the pace was perfect - treasures, random events, pickup points, etc. What I'm trying to say is
As specific ideas you should heavily consider, I have two that are very high in my priority list for good gameplay-based/exploration RPGs currently: good puzzles and touch encounters.
I should probably replay Geondun since I'm working on this! Thanks for reminding me! I actually did like that game, but it's too archaic for me to try to muddle through my shitty old code.
What's on paper and what's in the game are two verrrrrry different things. See: Obelisk.
I'm really, really trying to get the traditional flow down - the pacing of the exploration, the distance between areas, how you get the player there, etc. I do not believe that there is an exact "flow," as there are multiple examples of greatness within the realm of videogame pacing, but... I want a nice, chunky world map without making it arduous and impossible to find things.
I'm also just really bad at dungeons in my personal opinion. All this battle discussion is nice, but I would love some advice on dungeoneering (both from the design and player point of view). I've decided that you can only save at save points/on the world map, like most traditional RPGs, but daz 'bout eet.
I'm not sure many puzzles in the Lufia II sense will make it, because I find them obnoxious. I prefer a more Metroidvania approach - "okay, I just found the Rabbit Boots. Where were all those places I could jump to again? Oh, right, <blah blah>!" Also, this game has a major built-in and optional puzzle that encompasses the entire game... that sounds really strange, I know, but I really don't want to spoil it. There's a subtle hint in the convo with NewBlack above, but for now I'm shutting up. =3 (Reviews will most definitely spoil it, which is fine. For newcomers, though, I want it to be a surprise!)
Re: touch encounters, uh, yes. Yes. Of course. You'll even be able to use sleeping dust to knock 'em out for a few seconds! What about the world map, though? I can't think of many games with world map touch encounters, and none that actually did them well.
Hesufo
What I'd like to know, Craze, is what you think your project lacks, specifically. What you've disclosed so far seems like a pretty solid mesh-up of a modern take on a traditional RPG, like I said at the end of my previous post.
What's on paper and what's in the game are two verrrrrry different things. See: Obelisk.
I'm really, really trying to get the traditional flow down - the pacing of the exploration, the distance between areas, how you get the player there, etc. I do not believe that there is an exact "flow," as there are multiple examples of greatness within the realm of videogame pacing, but... I want a nice, chunky world map without making it arduous and impossible to find things.
I'm also just really bad at dungeons in my personal opinion. All this battle discussion is nice, but I would love some advice on dungeoneering (both from the design and player point of view). I've decided that you can only save at save points/on the world map, like most traditional RPGs, but daz 'bout eet.
Hesufo
As specific ideas you should heavily consider, I have two that are very high in my priority list for good gameplay-based/exploration RPGs currently: good puzzles and touch encounters.
I'm not sure many puzzles in the Lufia II sense will make it, because I find them obnoxious. I prefer a more Metroidvania approach - "okay, I just found the Rabbit Boots. Where were all those places I could jump to again? Oh, right, <blah blah>!" Also, this game has a major built-in and optional puzzle that encompasses the entire game... that sounds really strange, I know, but I really don't want to spoil it. There's a subtle hint in the convo with NewBlack above, but for now I'm shutting up. =3 (Reviews will most definitely spoil it, which is fine. For newcomers, though, I want it to be a surprise!)
Re: touch encounters, uh, yes. Yes. Of course. You'll even be able to use sleeping dust to knock 'em out for a few seconds! What about the world map, though? I can't think of many games with world map touch encounters, and none that actually did them well.
author=Craze
Re: touch encounters, uh, yes. Yes. Of course. You'll even be able to use sleeping dust to knock 'em out for a few seconds! What about the world map, though? I can't think of many games with world map touch encounters, and none that actually did them well.
Honestly? I say keep monsters off the world map. Nothing will discourage me more from exploring the world than getting jumped by monsters, and I like a world map you can actually explore.
If people need a place to grind, well... they can go hit up the dungeon they just left.
I personally loved the way Golden Sun handled puzzles. I don't see them as obnoxious; they're another way to keep the player thinking sharp around your game at all times, and spices up dungeons a great deal.
As for encounters, you can just do random encounters in the Overworld (Lufia II mixed touch encounters in dungeons and such, with random battles in the world map).
I personally use random encounters in the world map, however main roads are devoid of them. If you wanna explore the map, be prepared - it's the wilderness after all!
As for encounters, you can just do random encounters in the Overworld (Lufia II mixed touch encounters in dungeons and such, with random battles in the world map).
author=emmych
Honestly? I say keep monsters off the world map.
I personally use random encounters in the world map, however main roads are devoid of them. If you wanna explore the map, be prepared - it's the wilderness after all!
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
author=Craze
Re: touch encounters, uh, yes. Yes. Of course. You'll even be able to use sleeping dust to knock 'em out for a few seconds! What about the world map, though? I can't think of many games with world map touch encounters, and none that actually did them well.
Every time you want to travel on the world map, you should have to fight a tactical RPG style battle that takes place on the world map! I think the Shining Force games for the Sega Genesis did exactly this, actually? They were tactical RPGs through and through though. But lots of other non-tactical RPGs have had tactical RPG battles on the world map (though usually as one-time events). Suikoden as probably the most famous example. The biggest problem with this plan is probably that it's way too much work; even if you decide to do it, you'll end up cutting it later when you realize it's going to add six months to your development time.
Not that I mind random battles on the world map. It's one of the few places where I think they're justified. If you remove all battles from the world map, you better make it way smaller than you were planning, because exploration becomes pretty stupid and boring when there's nothing happening along the way.
As far as dungeoneering goes, I think how your "flee" option works is extremely important. Especially if most battles are dangerous. You want it to work well enough that it's not worse than using normal attacks 100% of the time, but you also don't want people to just be able to flee from every battle and explore the dungeon with no danger and get to the boss without using any of their resources. I kind of like the FF4 method where it causes you to drop gold. Maybe drop some other resource? Gold, MP, items? Maybe you can only run away so many times per day? Maybe running away costs some kind of energy points, which get refilled by winning battles? Maybe you can just remove fleeing entirely since you have touch encounters, I dunno.
Enemy respawning is important too. But how you want to handle this depends heavily on how you want to handle XP grinding. In old fashioned RPGs, level was king, and grinding was the number one way to overcome all challenges. I'm pretty sure you're not going to do that, but it sounds like you might come closer to it than you did in, say, Diablocide with its one-time-only battles, or V&V with its near-total lack of rewards from battles.
kentona
Why not just try collaborating with someone who is experienced in those areas?
MAH GAM
In all seriousness, though, that's kind of what this topic is. As for actually working with somebody to put the dungeons together or something... this game is practice for doing things like that. Craze needs to learn the genre fully before breaking it. That's why I'm asking so many gosh-darned questions and communicating with so many people!
author
Honestly? I say keep monsters off the world map. Nothing will discourage me more from exploring the world than getting jumped by monsters, and I like a world map you can actually explore.
If people need a place to grind, well... they can go hit up the dungeon they just left.
LockeZ
Not that I mind random battles on the world map. It's one of the few places where I think they're justified. If you remove all battles from the world map, you better make it way smaller than you were planning, because exploration becomes pretty stupid and boring when there's nothing happening along the way.
Bolded my reason for keeping it. There's purposefully a lot of space to walk around and explore, with plenty of doo-dads and collectibles to find. The game strongly encourages you to search every nook and cranny of the world map. This is my favorite thing about DQ games, honestly.
That said, I've already set up/implemented rules for encounters (thankfully I wrote a script that helps with regional encounter management a while ago):
- On flat terrain, the encounter rate is very low. You might get into a single battle walking over a screen of grasslands, and it's possible you won't see anything
- Walking through forests greatly ramps up the encounter rate, and hills even moreso. Marshlands and charred terrain also bump up the encounter rate, but only slightly
- Going through deep water with your boat can result in occasional encounters, but it's a rare event (although beware what lies the murky deep...)
I'm trying to promote exploration while making the true wilderness riskier.
LockeZ
As far as dungeoneering goes, I think how your "flee" option works is extremely important. Especially if most battles are dangerous. You want it to work well enough that it's not worse than using normal attacks 100% of the time, but you also don't want people to just be able to flee from every battle and explore the dungeon with no danger and get to the boss without using any of their resources. I kind of like the FF4 method where it causes you to drop gold. Maybe drop some other resource? Gold, MP, items? Maybe you can only run away so many times per day? Maybe running away costs some kind of energy points, which get refilled by winning battles? Maybe you can just remove fleeing entirely since you have touch encounters, I dunno.
I think I might make fleeing either 100% with certain items (smoke bombs or whatever), or have it expend some of your Energy. Or... both. This is something I didn't think about until now, so thanks for bringing it up. I'll probably have a ~70% flee success rate (modified by cumulative party AGI vs. cumulative monster troop AGI) that expends 5% of your precious Energy, as well as smoke bombs that are insta-escape. I always liked those in the Xenosaga games.
LockeZ
Enemy respawning is important too. But how you want to handle this depends heavily on how you want to handle XP grinding. In old fashioned RPGs, level was king, and grinding was the number one way to overcome all challenges. I'm pretty sure you're not going to do that, but it sounds like you might come closer to it than you did in, say, Diablocide with its one-time-only battles, or V&V with its near-total lack of rewards from battles.
Definitely closer to it. XP will be pretty loose, what with the open class system where each class has its own level per character. At the same time, I've been planning from the very start to use scaling enemies... not Oblivion scaling, but ranged scaling. CAVE DUNGEON X might be L3-7, with rats that are always a level under you and some rare basilisks that have a unique range of L5-10 and are always two levels above you. "Your" level would be your party's current average, so yeah, the game's level minimums will still punish you for taking four L40s and a L5 into a L35-45 dungeon, but at least it'd be set to L35 instead of L40? (And the XP, should you keep the n00b alive, would be amazeballs for that character.)
As for respawning, I plan on having it be whenever you move between floors, because I'm a dick (RESOURCE MANAGEMENT, ESCAPE WITH YOUR HIDE). There will be some groups that only have a chance to appear, though, and that chance will diminish as you kill more shit in the dungeon. Enemies will never completely disappear, but they'll slow down as you extinguish their lives. I've always thought that was a fair way to do dungeons in this kind of game, although I've only ever seen it done with dwindling random encounters before now?



















