STATIC PROGRESSION (WUT)
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So, let's say that you're making an exploration RPG in a vein similar to Oblivion. The player starts off introduced to a basic quest that eventually leads to a climax and an "end," but it's really a free-for-all roam-the-world-and-delve-dungeons game. You need to decide how to go about providing game progression for the character (you know, making it interesting as you progress?). You aren't allowed to have EXP levels, and the game should probably be ~10 hours long... it needs to be fun and evolving the entire time. Cutscenes are not suitable padding/length-extending material.
Here are some of my ideas, and I hope you contribute as well!
-More characters/classes (see: Suikoden series, Radiata Stories, Final Fantasy series (especially III, V and X-2), most tactical games). Gameplay becomes more varied and strategic as you gain access to new powers usable by certain classes/characters. Without experience levels, the additions would need to be fairly constant.
-New skills via items/equipment (see: FFVI/VII, Zelda series, Shadow Hearts 2). When you equip that Summon Titan materia, everything dies quickly for a few difficulty plateaus. Without experience levels, there would need to be a lot of interesting skills (not just Fire-Fira-Firaga). Game could have a different tone depending on whether giving a character a new skill/toy was set in stone (THIS CRYSTAL TEACHES FIRAGA), could be switched depending on the player's whim (I think that Cloud should now get the summon and enemy skill orbs), or if you had to choose what to use based on the situation (I've been using the sword and shield, but bombs and arrows will let me blow up that distant bush hiding the switch).
-Area unlocking (see: ____ Tycoon games, Epic Monster Dungeon Explore (plug!), most RPGs with non-linear aspects (Last Legend comes to mind)). As the player advances and fulfills goals, new adventuring sites are opened up to explore/conquer/whatever. This style certainly offers progression, but with no experience, new +8 Longswords simply aren't going to cut it after a while.
Here are some of my ideas, and I hope you contribute as well!
-More characters/classes (see: Suikoden series, Radiata Stories, Final Fantasy series (especially III, V and X-2), most tactical games). Gameplay becomes more varied and strategic as you gain access to new powers usable by certain classes/characters. Without experience levels, the additions would need to be fairly constant.
-New skills via items/equipment (see: FFVI/VII, Zelda series, Shadow Hearts 2). When you equip that Summon Titan materia, everything dies quickly for a few difficulty plateaus. Without experience levels, there would need to be a lot of interesting skills (not just Fire-Fira-Firaga). Game could have a different tone depending on whether giving a character a new skill/toy was set in stone (THIS CRYSTAL TEACHES FIRAGA), could be switched depending on the player's whim (I think that Cloud should now get the summon and enemy skill orbs), or if you had to choose what to use based on the situation (I've been using the sword and shield, but bombs and arrows will let me blow up that distant bush hiding the switch).
-Area unlocking (see: ____ Tycoon games, Epic Monster Dungeon Explore (plug!), most RPGs with non-linear aspects (Last Legend comes to mind)). As the player advances and fulfills goals, new adventuring sites are opened up to explore/conquer/whatever. This style certainly offers progression, but with no experience, new +8 Longswords simply aren't going to cut it after a while.
This reminds me of the no experience/low level runs through RPGs. The idea is to win using any and every trick in the book. If a game has a lot of tricks like these, then a statis progression game shouldn't be that bad. One problem is that the games where these runs are done on are usually well documented games and enemies/bosses can be exploited in some way (or in some cases, have their GAME OVER attacks avoided). The other problem is that it can require grinding, such as trying to get a rare drop/steal item or getting AP or equivelant to learn a skill you need.
Hell, I'd consider any game that you can beat on low levels with enough knowledge but still difficult at reasonable levels on a first playthrough to be well designed. Its fun when you can challenge yourself with limitations like no/minimal EXP and still beat the game.
For an insane example of playing a game like this, look here:
http://www.youtube.com/user/70NF4
Its a no experience no items no escape FF7 challenge. He's done the first disc and I can only wonder what he'll do against the later bosses. Its insane.
tl;dr
Having a lot of different battle abilities, status effects (which *gasp* work on bosses!), and other features that allow the player to completely break the game given enough knowledge.
Hell, I'd consider any game that you can beat on low levels with enough knowledge but still difficult at reasonable levels on a first playthrough to be well designed. Its fun when you can challenge yourself with limitations like no/minimal EXP and still beat the game.
For an insane example of playing a game like this, look here:
http://www.youtube.com/user/70NF4
Its a no experience no items no escape FF7 challenge. He's done the first disc and I can only wonder what he'll do against the later bosses. Its insane.
tl;dr
Having a lot of different battle abilities, status effects (which *gasp* work on bosses!), and other features that allow the player to completely break the game given enough knowledge.
You can have statistic increases, right? Have enenies drop items that raise a stat by one, or maybe have such an item at the end of every dungeon (like FF:CC)
E.V.O. is the perfect game that is fun and evolving the entire time.
New skills and abilities as you evolve into the next stage, plus spending EVO points.
It's not really free-roaming, though.
New skills and abilities as you evolve into the next stage, plus spending EVO points.
It's not really free-roaming, though.
I actually just wrote an article on this XD
http://www.rpgmaker.net/articles/112/
I think this is what you're talking about anyway. Check it out if you want to.
http://www.rpgmaker.net/articles/112/
I think this is what you're talking about anyway. Check it out if you want to.
author=kentona link=topic=1827.msg29163#msg29163 date=1220408874
E.V.O. is the perfect game that is fun and evolving the entire time.
New skills and abilities as you evolve into the next stage, plus spending EVO points.
It's not really free-roaming, though.
Actually it is if youre as devoted (sad) as I am. I have a save state set up for the beginning of each of the eras, including 2 separate states for the ice age (bird or land dino)
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