RPG GAME FOCUSING ONLY IN BATTLES
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Well, i want to know the opinion of people of a rpg game with only battles and travel system like Brave Frontier or Final Fantasy Record Keeper, were the player just select the zone to fight and when you are done in that level you receive premium items, keys, etc to progress throught the story.
That sounds fine, but I thought you meant a game that only takes place inside of battles and I was intrigued! XD
I feel they are fun, to an extent, as long as the battle system works. It doesn't work great on not mobile. Games like that work best as games you occasionally play, if you have a minute now and then.
As long as the battle system is well done (and not just the default skills and enemies), then it'd be a perfectly fine idea. I personally love battles in RPGs, so it'd be something I'd play.
Cool! thank you all for the opinions, i am planing to make something like this soon, and it will be boring if this is just for me, i need players for it. Yes, battle mechanics are my stuff. However, looking back to this Final Fantasy Record Keeper the battle system is really simple, but it is fun because of the multiple characters.
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
Final Fantasy Record Keeper battles are mostly very simple, but they release a new very difficult superboss each week, and most of these are actually more complex than almost any of the bosses in the original Final Fantasy games. I would love to play a version of it that didn't have all the filler content, and also didn't have a time limit on when each boss disappeared forever. If I were basing a game off of it, that would be my starting point, personally.
However, there's a reason it has all that filler content. Constantly doing hard, deep battles can be exhausting. Exploration acts as "down time" in most RPGs. Without it, the player is going balls to the wall for hours and hours. That's exhausting, and makes people hesitant to pick the game back up after putting it down, even if they enjoyed it. There needs to be something to give them a break, and they need to be able to feel like if they pick up the game they'll definitely be able to accomplish something.
If you're looking to make very deep battles, you might look at tactical RPGs like Disgaea and Final Fantasy Tactics for inspiration of how to handle the transitions from one battle to the next. These games essentially do the same thing as the mobile games you mentioned: the player selects a place to battle from a menu and the battle instantly starts, with no exploration. However, to create a different kind of down time between battles, they have lots of cut scenes, and also have extremely deep character/party building systems. After almost every story battle, the player will be spending as much time in the menus as they would in a town in a JRPG or WRPG. This time in the menu is important to create a contrast to the constant battles.
You might also consider what X-Com does, which is that between battles there's kind of a base-building system, with building placements and research and upgrades that are all set up very similarly to what you'd find in a real-time strategy game like Starcraft. Items and equipment and skills and training are done this way, but it's also how new missions are unlocked (by buying vehicles and hangars and interrogating captured enemies and upgrading your radar and eventually building a wormhole to the alien planet).
If your main goal here is just to avoid having to create areas because you hate mapping or suck at it, take a look at Touhou Labyrinth and Darkest Dungeon for some possible weird alternatives.
However, there's a reason it has all that filler content. Constantly doing hard, deep battles can be exhausting. Exploration acts as "down time" in most RPGs. Without it, the player is going balls to the wall for hours and hours. That's exhausting, and makes people hesitant to pick the game back up after putting it down, even if they enjoyed it. There needs to be something to give them a break, and they need to be able to feel like if they pick up the game they'll definitely be able to accomplish something.
If you're looking to make very deep battles, you might look at tactical RPGs like Disgaea and Final Fantasy Tactics for inspiration of how to handle the transitions from one battle to the next. These games essentially do the same thing as the mobile games you mentioned: the player selects a place to battle from a menu and the battle instantly starts, with no exploration. However, to create a different kind of down time between battles, they have lots of cut scenes, and also have extremely deep character/party building systems. After almost every story battle, the player will be spending as much time in the menus as they would in a town in a JRPG or WRPG. This time in the menu is important to create a contrast to the constant battles.
You might also consider what X-Com does, which is that between battles there's kind of a base-building system, with building placements and research and upgrades that are all set up very similarly to what you'd find in a real-time strategy game like Starcraft. Items and equipment and skills and training are done this way, but it's also how new missions are unlocked (by buying vehicles and hangars and interrogating captured enemies and upgrading your radar and eventually building a wormhole to the alien planet).
If your main goal here is just to avoid having to create areas because you hate mapping or suck at it, take a look at Touhou Labyrinth and Darkest Dungeon for some possible weird alternatives.
Excellent opinion LockeZ, i also think the same. Well FF RK is really good, but if you mean the filler content all those Menu, etc, etc is really confusing for me. I would prefer it more basic and simple instead of too much stuff on screen.
The exploration is nice, but as you said it can be exhausting sometimes, or those random battle are just plain dumb, I remember playing FF IV on PSP and the constant enemy encounter was frustating to the point of giving up the game.
About the break i suppose that it will be upgrading the character or doing side quest to another towns or dungeos that are avaible when certain requirements are met, the player can travel between towns and in those towns you can find better weapons, people that offers jobs, and stuff...
Mmm the deep battles aren´t my thing, i just want to make something simple, like FF, but with nice animations, well done animations and skills. And your advice is really helpful, creating a good system where the player will take their time upgrading and taking other jobs.
And YES i suck at mapping, i know parallax, but it´s too time consuming and battle systems are what i like to do. I wanted to make a Lunar fan game using this method of traveling system. Idk if you know Lunar games (Lunar Silver Star Story and Lunar 2 Eternal Blue for PSX) main thing is that tilesets of said games are hard to rip if not impossible to fit correctly in RPG Maker, and the other is the lack of creativity in maps haha. I will check those games for sure.
The exploration is nice, but as you said it can be exhausting sometimes, or those random battle are just plain dumb, I remember playing FF IV on PSP and the constant enemy encounter was frustating to the point of giving up the game.
About the break i suppose that it will be upgrading the character or doing side quest to another towns or dungeos that are avaible when certain requirements are met, the player can travel between towns and in those towns you can find better weapons, people that offers jobs, and stuff...
Mmm the deep battles aren´t my thing, i just want to make something simple, like FF, but with nice animations, well done animations and skills. And your advice is really helpful, creating a good system where the player will take their time upgrading and taking other jobs.
And YES i suck at mapping, i know parallax, but it´s too time consuming and battle systems are what i like to do. I wanted to make a Lunar fan game using this method of traveling system. Idk if you know Lunar games (Lunar Silver Star Story and Lunar 2 Eternal Blue for PSX) main thing is that tilesets of said games are hard to rip if not impossible to fit correctly in RPG Maker, and the other is the lack of creativity in maps haha. I will check those games for sure.
I like combat-focused games, but I also love exploration a lot. Battles are long complex dungeons, that's nice. Then I don't need story.
But what I think is even more clever is if the game actually has a story but it's told in only a few lines of text. A good story doesn't require a lot of text. Some are even pretty brilliant and a complete mindfuck without much text.
Also a big fan of dungeon crawlers like Shining in the Darkness, Legend of Grimrock, Wizardry and Elminage.
What I don't like so much are games that are only battle after battle with no story and exploration around. Except in the form of an arcade game maybe, where it's only about how many battles you can win and get a score based on it and always start from scratch each attempt.
But what I think is even more clever is if the game actually has a story but it's told in only a few lines of text. A good story doesn't require a lot of text. Some are even pretty brilliant and a complete mindfuck without much text.
Also a big fan of dungeon crawlers like Shining in the Darkness, Legend of Grimrock, Wizardry and Elminage.
What I don't like so much are games that are only battle after battle with no story and exploration around. Except in the form of an arcade game maybe, where it's only about how many battles you can win and get a score based on it and always start from scratch each attempt.
That is exactly what i am going to do, a game with battles as the main "Progress". But it will got many cutscenes with dialoges and telling what is actually happening and why they are battling. True on that a good game does not need lot of text to tell a great story, unless we are talking about Xenogears.
author=LockeZ
Final Fantasy Record Keeper battles are mostly very simple, but they release a new very difficult superboss each week, and most of these are actually more complex than almost any of the bosses in the original Final Fantasy games. I would love to play a version of it that didn't have all the filler content, and also didn't have a time limit on when each boss disappeared forever. If I were basing a game off of it, that would be my starting point, personally.
Ahaha, you know after playing FF:RK like I have I was considering taking a crack at something like this myself.
But as far as your plan goes Ghaleon, giving players goals is a good way to keep them attached too. Like having your earlier levels have options as they progress, but say at the beginning the options not of main progression could be too difficult of a challenge that they could come back and complete for some reward later.
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