WHAT ELEMENTS FROM EXISTING GAMES WOULD YOU LIKE TO SEE REUSED?
Posts
author=LockeZauthor=RyaReisender
Reading FF6 and "multi" makes me think another thing I would like to see:
- RPGs where a second player can take control of half the characters in battle (in FF6 you could set it so that in battles you can enter commands with a second gamepad too)
I liked this feature, but the problem with it was that half the game was spent outside of battle, and the second person couldn't control anything at all during that time. I'd love to see some sort of hybrid of FF6 style 2-player battles and Secret of Mana style 2-player exploration. You'd probably need touch encounters, but it would be cool.
Reading this and then thinking about it, Chrono Trigger would have made for a cool multiplayer game. Or at least the added functionality. Since your party follows you on the map, maybe one or two could split off from the leader to be controlled on the same map by the second/third player, and when events are initiated, everyone gathers automatically like usual.
Of course, in battle, the characters assigned to their player would be controlled by them. Heh, I can imagine all the heated strategy discussions and squabbling over when to use team attacks and items and such that would arise from that. Sounds like fun.
author=Skie Fortressauthor=LockeZReading this and then thinking about it, Chrono Trigger would have made for a cool multiplayer game. Or at least the added functionality. Since your party follows you on the map, maybe one or two could split off from the leader to be controlled on the same map by the second/third player, and when events are initiated, everyone gathers automatically like usual.author=RyaReisender
Reading FF6 and "multi" makes me think another thing I would like to see:
- RPGs where a second player can take control of half the characters in battle (in FF6 you could set it so that in battles you can enter commands with a second gamepad too)
I liked this feature, but the problem with it was that half the game was spent outside of battle, and the second person couldn't control anything at all during that time. I'd love to see some sort of hybrid of FF6 style 2-player battles and Secret of Mana style 2-player exploration. You'd probably need touch encounters, but it would be cool.
Of course, in battle, the characters assigned to their player would be controlled by them. Heh, I can imagine all the heated strategy discussions and squabbling over when to use team attacks and items and such that would arise from that. Sounds like fun.
Now that would be interesting... Legend of Mana got close to that no? just wasn´t turn based :O And I love turn based hehehe Also there was Dofus... I think it had a co-op tbs thing XD
Well, in fact there aren't actually many games that combine "battle system" with "multiplayer". Most multiplayer RPGs are action RPGs. Even MMORPGs to 99% don't have a separate battle system, it's all on-screen.
I really wish something like that would be made. Like you play online, join up with someone and then there is a battle in form of random encounter or touch a monster sprite on the map and then you get to a different screen with a real battle system and then you enter commands for your character and the other player enters commands for his character.
I really wish something like that would be made. Like you play online, join up with someone and then there is a battle in form of random encounter or touch a monster sprite on the map and then you get to a different screen with a real battle system and then you enter commands for your character and the other player enters commands for his character.
author=Cecihoney
First: FF6 Multi party battles for RPGs, it could be used even better in games where the plot sets you in a war and you have a verty very large cast of characters as your army (like Suikoden)
I'm definitely on board with this one. One thing I'd really like to see is a game with a large number of player characters, where rather than being designed for a balance where all characters are comparably useful in combat, all characters have a balance of combat and non-combat skills, which they use both to provide services and funds for your group. There would always be an incentive to have good combat characters beyond just your A team, because there would often be sequences where you have to mobilize a larger fighting force, and you would have to be able to effectively manage even your weaker combatants (for instance, using them to defend locations which are not likely to see major attacks.) But unlike the Suikoden games, I'd like to make at least a fair portion of the characters mutually exclusive with each other, so the player has to decide between characters with skills which may be useful in completely different contexts from each other.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=RyaReisender
Well, in fact there aren't actually many games that combine "battle system" with "multiplayer". Most multiplayer RPGs are action RPGs. Even MMORPGs to 99% don't have a separate battle system, it's all on-screen.
I really wish something like that would be made. Like you play online, join up with someone and then there is a battle in form of random encounter or touch a monster sprite on the map and then you get to a different screen with a real battle system and then you enter commands for your character and the other player enters commands for his character.
You're basically describing D&D (and similar TTRPGs). I assume there's not been much of that available in vidya gaem form because online-based TTRPGs are already a thing and offer more fun and freedom.
Even Dungeons And Dragons Online has on-screen combat. But it's a good MMO anyway.
Online-based TTRPGs? The main problem with that is the increased effort a game master has with remembering all the world status (like which door is open or not) and also suffer from being very slow (having to wait until everyone came on and replied and stuff every turn).
Online-based TTRPGs? The main problem with that is the increased effort a game master has with remembering all the world status (like which door is open or not) and also suffer from being very slow (having to wait until everyone came on and replied and stuff every turn).
Oh, man. Where do I start:
Riviera the Promised Land had a mechanic where multiple characters could use the same item but benefit from it in different ways. For example, A magic staff could be used by one character for a fireball attack while another character can use it for a healing spell. It's actually one of the main reasons I was sold on that game.
Betrayal at Krondor, in addition to being another one of those "open ended WRPGs", has battle encounters in various areas that are based on the current chapter of the story you're currently in. Examples of this include the encounters in one chapter being different from the ones in a different chapter.
Oh, and Reaction Abilities from Final Fantasy Tactics.
Riviera the Promised Land had a mechanic where multiple characters could use the same item but benefit from it in different ways. For example, A magic staff could be used by one character for a fireball attack while another character can use it for a healing spell. It's actually one of the main reasons I was sold on that game.
Betrayal at Krondor, in addition to being another one of those "open ended WRPGs", has battle encounters in various areas that are based on the current chapter of the story you're currently in. Examples of this include the encounters in one chapter being different from the ones in a different chapter.
Oh, and Reaction Abilities from Final Fantasy Tactics.
I liked that Final Fantasy 10 actually let you use all of your characters. The Overkill mechanic was kinda fun as well.
In Earthbound, you automatically insta-kill weak troops on the field, provided you don't get back-attacked. Also , the Fire, Ice, and Lightning spells had different properties besides their element. Fire attacked an entire row, Ice did the most damage on a single target (and could also freeze), and lightning attacked random targets, usually missing, but I think it destroyed any shields the enemy had up.
Paper Mario:
- Avoidable enemies
- Choosing what you get from a level up. In particular, I've always enjoyed forgoing HP in favor of MP and Badge points (that game's equipment, basically), allowing you to steamroll the game with the right setup and nailing the Action Commands. Also, the amount you get from a level up isn't very much, so its not like you're missing out on a whole lot if you skip some enemies.
- Being able to reorganize your stats for a fee.
- Quick Menu for using items and switching party members in the field.
Chrono Trigger:
- Battles take place on the field. I also like this because the transitions JRPGs usually use often startle me! Especially FF10's glass breaking.
- The line and area attacks, combined with how enemies and party members shift around during battle.
- Dual Techs. The Triple Techs seemed a bit pointless, but I used the Dual Techs all the time.
Evolution 2:
- The grid-based battle system is pretty cool. Basically, you had two sets 3x3 grids, and various skills that you had would hit certain patterns on the enemy grid. Though, like a lot of JRPGs, overpowered skills and white magic, coupled with pathetic enemies, makes it all kinda moot.
- I also liked finding, buying, and upgrading the various Cyframes that determined what skills you had. You also learned new skills by spending points that you got at the end of each battle. You could also choose to learn skills IN battle, which would save you the MP cost that one time.
- Switching the lead character to get different dialogue from NPCs and when inspecting objects. Also, practically every object in the game can be inspected.
Oh, and being a dog in Okami. I loved chasing my tail, barking, digging, peeing on enemies, and making NPCs pet me. I can't think of any other game that has that.
In Earthbound, you automatically insta-kill weak troops on the field, provided you don't get back-attacked. Also , the Fire, Ice, and Lightning spells had different properties besides their element. Fire attacked an entire row, Ice did the most damage on a single target (and could also freeze), and lightning attacked random targets, usually missing, but I think it destroyed any shields the enemy had up.
Paper Mario:
- Avoidable enemies
- Choosing what you get from a level up. In particular, I've always enjoyed forgoing HP in favor of MP and Badge points (that game's equipment, basically), allowing you to steamroll the game with the right setup and nailing the Action Commands. Also, the amount you get from a level up isn't very much, so its not like you're missing out on a whole lot if you skip some enemies.
- Being able to reorganize your stats for a fee.
- Quick Menu for using items and switching party members in the field.
Chrono Trigger:
- Battles take place on the field. I also like this because the transitions JRPGs usually use often startle me! Especially FF10's glass breaking.
- The line and area attacks, combined with how enemies and party members shift around during battle.
- Dual Techs. The Triple Techs seemed a bit pointless, but I used the Dual Techs all the time.
Evolution 2:
- The grid-based battle system is pretty cool. Basically, you had two sets 3x3 grids, and various skills that you had would hit certain patterns on the enemy grid. Though, like a lot of JRPGs, overpowered skills and white magic, coupled with pathetic enemies, makes it all kinda moot.
- I also liked finding, buying, and upgrading the various Cyframes that determined what skills you had. You also learned new skills by spending points that you got at the end of each battle. You could also choose to learn skills IN battle, which would save you the MP cost that one time.
- Switching the lead character to get different dialogue from NPCs and when inspecting objects. Also, practically every object in the game can be inspected.
Oh, and being a dog in Okami. I loved chasing my tail, barking, digging, peeing on enemies, and making NPCs pet me. I can't think of any other game that has that.
@turkeyDawg: You should try out Dog's Life for the Playstation 2, then! You can eat, piss, even...do what every animal has to do once they ate something, learn tricks and show them NPC's (they sometimes give you a treat for it), get dirty and wash away the dirt in a saloon or river (NPC's even comment on it), chase cats and chickens and even get 'arrested' for stealing food. :)
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=DBAce9Aura
Riviera the Promised Land had a mechanic where multiple characters could use the same item but benefit from it in different ways. For example, A magic staff could be used by one character for a fireball attack while another character can use it for a healing spell. It's actually one of the main reasons I was sold on that game.
That sounds hella fun.
author=Schwer-von-Begriff
@turkeyDawg: You should try out Dog's Life for the Playstation 2, then! ...
WHAT IS THIS?
*checks youtube*
*checks CGRUndertow review*
"Poop button"
SOLD. I NEED THIS IN MY LIFE NOW.
I think it was one of the Wild ARMs games that had a boss who you had to use fire and ice spells on, back and forth, to weaken it's metal armour. Eventually it cracked the armour (as would really happen with fast heating/cooling with certain metals) and I thought it was a great idea to add stuff like that into a game. Where your skills and spells actually have effects on the enemies beside just damage/debuff/etc.
Pretty sure Wild ARMs (the first) had a split party system in the later areas of the game, where your party had to go through different areas of a tower at the same time. I always find those kinds of things fun and there should be more of them.
I also enjoyed the split party system in Suikoden III where you have three different parties that eventually meet up and join together towards the middle of the game. It was a great story-telling device as each party came from different 'factions' but went through the same areas around the same time - so you'd see the story unfold from three different points of view and realise that no-one was wrong, just as no-one was right. Double points if what you do in each 'thread' affects the other in some way.
Also, Threads of Fate - where you had two main characters with two different stories the interwove a lot since they were in the area at the same time. Just seeing one person doing their own thing while you're playing as the other character can be really neat. Like, "Oh, that's when she's doing such and such. Cool!" Also, the ability to absorb monsters and transform into them, using their skills and attacks was a really cool feature, especially considering it was an action battle system.
Pretty sure Wild ARMs (the first) had a split party system in the later areas of the game, where your party had to go through different areas of a tower at the same time. I always find those kinds of things fun and there should be more of them.
I also enjoyed the split party system in Suikoden III where you have three different parties that eventually meet up and join together towards the middle of the game. It was a great story-telling device as each party came from different 'factions' but went through the same areas around the same time - so you'd see the story unfold from three different points of view and realise that no-one was wrong, just as no-one was right. Double points if what you do in each 'thread' affects the other in some way.
Also, Threads of Fate - where you had two main characters with two different stories the interwove a lot since they were in the area at the same time. Just seeing one person doing their own thing while you're playing as the other character can be really neat. Like, "Oh, that's when she's doing such and such. Cool!" Also, the ability to absorb monsters and transform into them, using their skills and attacks was a really cool feature, especially considering it was an action battle system.
I haven't read the entire thread so I don't know if anyone has mentioned this, but... The ability to travel around the world (the real world - our world) and learn about different places/cultures, and talking to plants/animals, Legend of Gaia/Terranigma style! Seriously, I don't know why there isn't more of this stuff in mainstream games. ...If I ever finish Nightfall it's going to have all of these things and more!
Also, CT's double/triple techs, FF8 Junctioning, LoD Additions, VS target sphere, and a long list of things I can't remember right now.
Also, CT's double/triple techs, FF8 Junctioning, LoD Additions, VS target sphere, and a long list of things I can't remember right now.
Aria of Sorrow's ability system, where you collect abilities from defeated souls. That was like the best thing ever. I wish it was a thing again.
And....hm...a time travel RPG that doesn't ruin stories. Chrono Trigger was a good example of that. But after that....not so much.
And....hm...a time travel RPG that doesn't ruin stories. Chrono Trigger was a good example of that. But after that....not so much.
Time travel is super complicated to do in a coherent way. Chrono Trigger does an okay job storywise because despite using it all the time, the characters barely discuss its capabilities and limitations, and even if it doesn't actually work consistently, the player isn't encouraged to examine it closely. Ironically, using time travel less will probably tend to result in making it even more obtrusive, because players won't be able to help asking "why don't they use time travel in any of the other situations it could hypothetically have resolved?" To make it work, you pretty much have to turn it into a game mechanic which players just take for granted, or devote an immense amount of effort to making sense of the whole thing.
Unless you're okay with flagrant Timey Wimey Ball continuities, which personally I am not.
Unless you're okay with flagrant Timey Wimey Ball continuities, which personally I am not.
I totally wanna see passive skills be affected by your stats as opposed to being influenced by some hidden value most players aren't gonna see. I'm so surprised at the amount JRPGs with passive skill systems that haven't done this, especially considering that mechanic is half-expected in WRPGs.
For example: http://dungeons.wikia.com/wiki/SRD:Skills_by_Type
For example: http://dungeons.wikia.com/wiki/SRD:Skills_by_Type

Hey, remember when RPG's used to have world maps???
Yeah, I kinda would like that to come back, please.
Personally, I like overworld maps, which help prevent the setting from seeming as tiny as it does when everything is done to scale (the distance from one end of a continent to another, in a game like Final Fantasy X or Star Ocean 3, as measured in number of strides across, is probably smaller than the distance from Brooklyn to the Bronx in New York City.) But on the other hand, having the entire world map include less than three dozen cities, and be circumnavigable in an airship in less than a minute of gameplay, makes everything feel really small again. I think giving the sensation of such a tiny world kind of trivializes the setting. I prefer overworld maps like in the Suikoden games, which are intended to represent only a small fraction of the whole world the game takes place in.
Even if the plot is of global significance (and it shouldn't always have to be,) it doesn't mean that the adventure should actually span the globe.
Even if the plot is of global significance (and it shouldn't always have to be,) it doesn't mean that the adventure should actually span the globe.
I liked in Ys games that they only play in a small part of the world but you still end up saving the whole world in some games.
RyaReisender
On the other hand I also like it when all new characters start at level 1, even further into the game. Often character who join later will get stronger at the same level, but it then requires some time investment. But it's fun to see how the characters grow and what their strong points are in the end.
I've been trying to figure out a game in which you are constantly going back to L1 for some reason (and to make it fun, which is the hard part). That low-level play is usually the most memorable and engaging part of RPGs for me, so... yeah.




















