IT'S SOMETHING I REALLY WANTED TO KNOW....
Posts
(I'm not sure though if this is the right category for this one...)
hi guys, just want to know if what you really wanted when it comes to RPG... (especially RPG MAKER made games)
is it the story?
the design?
or what????
tnx by the way
hi guys, just want to know if what you really wanted when it comes to RPG... (especially RPG MAKER made games)
is it the story?
the design?
or what????
tnx by the way
Everything.
But if I had to choose: Memorable and/or lovable characters.
But if I had to choose: Memorable and/or lovable characters.
Depending on who you are, the story could be part of the design. For example, I have to design the introductory stages to my game. It just has to be an OK story that's easy on the player if your game has a story.
In the introduction scenario, it would be great if the player runs into really basic obstacles in an order that allows the player to get a feel for the game. Warm up the player and such. You want to direct the player around (whether or not your game is linear will not change the fact you need to direct the player somehow). You just need to write a story that follows.
I opened one of my old RPG Maker prototypes and the dialog and flow was awful- it was kind of hard to understand what I'm doing exactly. And I wrote the thing long ago myself! It doesn't have to be amazing, in fact it's kind of good if you don't try too hard (it kind of ends... up with... too many ellipsis... and slow text speeds... with epic pauses...). In fact, if your game doesn't really need a story you can just loudly and straight up tell the player what to do next like some narrator. It's probably better that way for some game designs too.
But whatever you do, it's important that the player wants to at least find out what's next. A good example is the Grandia series. There's so many RPG/Anime cliches in all those stories, but you still want to find out what happens next and you have an understanding of what you're doing and where you are going and why. Even in that train wreck of a story known as Grandia III- but the battle system was completely awesome.
In the introduction scenario, it would be great if the player runs into really basic obstacles in an order that allows the player to get a feel for the game. Warm up the player and such. You want to direct the player around (whether or not your game is linear will not change the fact you need to direct the player somehow). You just need to write a story that follows.
I opened one of my old RPG Maker prototypes and the dialog and flow was awful- it was kind of hard to understand what I'm doing exactly. And I wrote the thing long ago myself! It doesn't have to be amazing, in fact it's kind of good if you don't try too hard (it kind of ends... up with... too many ellipsis... and slow text speeds... with epic pauses...). In fact, if your game doesn't really need a story you can just loudly and straight up tell the player what to do next like some narrator. It's probably better that way for some game designs too.
But whatever you do, it's important that the player wants to at least find out what's next. A good example is the Grandia series. There's so many RPG/Anime cliches in all those stories, but you still want to find out what happens next and you have an understanding of what you're doing and where you are going and why. Even in that train wreck of a story known as Grandia III- but the battle system was completely awesome.
For that, I just have a location where you can go at any point and get a task reminder. But I design my maps with a linear direction in mind anyhow.
The characters I'm playing should be likable in a way. Not all RPGs needs very complex characters, but they should still be something I enjoy following.
After that, I'd say your game should have good story and/or good gameplay. If both are bad it's unlikely I will like the game. Of course, both being good would yield the best result.
For the rest like mapping, artwork, music and whatever, they help. None of it will save an otherwise bad game, but they can definitely improve a good game. It is however possible to ruin an otherwise good game with atrociously bad graphics or music.
After that, I'd say your game should have good story and/or good gameplay. If both are bad it's unlikely I will like the game. Of course, both being good would yield the best result.
For the rest like mapping, artwork, music and whatever, they help. None of it will save an otherwise bad game, but they can definitely improve a good game. It is however possible to ruin an otherwise good game with atrociously bad graphics or music.
post=117493
Everything.
But if I had to choose: Memorable and/or lovable characters.
Basically.
I just want an entertaining plot/interesting characters. They don't have to be particularly deep. Just fun.
I am totally addicted to classes selection so I find myself gravitating back to games where you get to (at least) choose the main character's class/stats/skills etc... Games like DQ3 or anything by BioWare come to mind.
In RM games I find that my patience is really, really low. Well, all games these days, really. If I am not playing OR choosing classes right away, I get bored. My ideal intro to an RPG is "Hey, choose a class/party!" and have whatever story bits or characterization come after that. I've been doing that myself for my last 3 RPGs (Generica, Hellion and G:TNG).
In RM games I find that my patience is really, really low. Well, all games these days, really. If I am not playing OR choosing classes right away, I get bored. My ideal intro to an RPG is "Hey, choose a class/party!" and have whatever story bits or characterization come after that. I've been doing that myself for my last 3 RPGs (Generica, Hellion and G:TNG).
you are simply old school, kent
to answer the question - everyone prefers one thing over another, but in a perfect world, you would give us the full package. :) I like developed characters myself.
to answer the question - everyone prefers one thing over another, but in a perfect world, you would give us the full package. :) I like developed characters myself.
I hide my unwillingness to change and fear of the unknown under a veneer of "neo-retro" revivalistic ambitions.
post=117598
I hide my unwillingness to change and fear of the unknown under a veneer of "neo-retro" revivalistic ambitions.
Love it, love everything about it.
But, story intro has to come first before class selection. Gotta start strong.
post=117641
But, story intro has to come first before class selection. Gotta start strong.
I kinda prefer an intro like DQ3 where there's a tarot type of quiz that determines your hero's stats, THEN you get to go to the pub and do the class selection.
Original, creative ideas, good presentation, solid, unique characters, varied and interesting gameplay, and a memorable soundtrack. Oh, stylish and coherent graphics as well, of course.
all of these are required for me to play a gamz
all of these are required for me to play a gamz
I still try to have bearable/passable everything you listed (except for gameplay which absolutely must be shining brightly or I personally consider it my failure) because sometimes I just have a bit of fun drawing things and scenes.
@class vs. unique characters
I want defined characters so I can write a specific story and personality, so I let the player use them in different ways. For example, while Tetsumori wields a giant magnet (2 hands) to cause physical blunt damage, she can also fight with her bare hands (and claws) and cause ethereal magnetic damage, use typical ethereal moves ("magic"), or a combination of the above.
I do enjoy a job system, but realistically we all have just a set of things we do very well and I like games where the player uses characters set of resources strategically. I've seen this in good FPS games where you have to select the right weapons and use resources wisely and skillfully in different situations, but what you end up doing is also a reflection of the kind of player you are.
@class vs. unique characters
I want defined characters so I can write a specific story and personality, so I let the player use them in different ways. For example, while Tetsumori wields a giant magnet (2 hands) to cause physical blunt damage, she can also fight with her bare hands (and claws) and cause ethereal magnetic damage, use typical ethereal moves ("magic"), or a combination of the above.
I do enjoy a job system, but realistically we all have just a set of things we do very well and I like games where the player uses characters set of resources strategically. I've seen this in good FPS games where you have to select the right weapons and use resources wisely and skillfully in different situations, but what you end up doing is also a reflection of the kind of player you are.
post=117567post=117493Basically.
Everything.
But if I had to choose: Memorable and/or lovable characters.
I just want an entertaining plot/interesting characters. They don't have to be particularly deep. Just fun.
Hey, thanks! The word "fun" motivated me more.....
Thanks everyone!
I'm gonna narrow this answers and try to put on a quite fun game....
everyone did a very great help......
Thanks again...
I'm gonna narrow this answers and try to put on a quite fun game....
everyone did a very great help......
Thanks again...























