PARTY SIZE
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Alright so I'm making a game and I notice that I have all these for characters, that is when the quesiton popped up. How many is too many characters? Does it change the game? How? Can the aspect of more/less characters be used to make the experience better?
I'm not too savvy with games but the first two examples that came to me were the first dragon Warrior/Quest and Final Fantasy X. Final fantasy brought the aspect of having seven characters each with unique talents and abilities that brought something different to the table, if it was your first play through odds are you rotated them around alot. However the the Dragon Warrior/Quest only gave you one character. You beat the game with the same person and he had all the skills you needed.
So I guess what is your take on big/small parties? What feels right for you? What are good cases for having X amount of people in the party?
Just curious...(Hope I put this in the right spot)
I'm not too savvy with games but the first two examples that came to me were the first dragon Warrior/Quest and Final Fantasy X. Final fantasy brought the aspect of having seven characters each with unique talents and abilities that brought something different to the table, if it was your first play through odds are you rotated them around alot. However the the Dragon Warrior/Quest only gave you one character. You beat the game with the same person and he had all the skills you needed.
So I guess what is your take on big/small parties? What feels right for you? What are good cases for having X amount of people in the party?
Just curious...(Hope I put this in the right spot)
I like having a large party where I can pick and choose my team, Golden Sun 2 did this really well. You had 8 different characters that were very customizable, so you could make a party anyway you liked.
Do not get me wrong, these numbers are adjusted for most indie games:
For party based games:
No more than 8.
No less than 4.
For action based games:
No more than 4.
No less than 1.
I think if you try to do more, you will either sacrifice their involvement/back-story, or simply run out of time.
Damn it, it's hard to quantify this shit. Go with whatever you feel is right. Pencil and paper it if you have to.
For party based games:
No more than 8.
No less than 4.
For action based games:
No more than 4.
No less than 1.
I think if you try to do more, you will either sacrifice their involvement/back-story, or simply run out of time.
Damn it, it's hard to quantify this shit. Go with whatever you feel is right. Pencil and paper it if you have to.
^ That article is amazing. Great read.
I tend to like larger parties because I like to have options.
The downside to having larger parties usually means less/no character development (Chrono Cross and Suikoden immediately come to mind). Larger parties can also potentially lead to players abandoning weaker characters. Final Fantasy VI had 13 characters and that game turned out great.
The above article sums it up pretty well:
I tend to like larger parties because I like to have options.
The downside to having larger parties usually means less/no character development (Chrono Cross and Suikoden immediately come to mind). Larger parties can also potentially lead to players abandoning weaker characters. Final Fantasy VI had 13 characters and that game turned out great.
The above article sums it up pretty well:
The ideal number of PCs in an RPG is the number that will allow the player a wide and interesting variety of abilties, as well as offer a fair balance of development and interaction for each one without overcomplicating the plot.
post=120995
http://rpgmaker.net/articles/2/This will likely interest you.
That was definitely a great article. Taking a look at some Final Fantasies:
FF6 actually turned out to be amazing, even with 13 characters, and each had some good backstory and contribution to battle. It kind of suffered because it didn't have a strong central character, though, and I wish it did.
FF7 did pretty well with 8 (9?) characters, and their individual backstories and contribution to the plot are very well-designed... but gameplay-wise, they were too similar. They shared everything but weapons and Limit Breaks.
FF10 expanded on FF7 by including around the same amount of characters with great stories, but also gave gameplay value by seperating them by individual characteristics. Some monsters required certain characters to defeat, and with the ability to swap characters on-the-fly, this made for a great, quick-paced battle system, and no characters got too much love... except Tidus.
So there's a need for balance. If your RPG requires tactical gameplay, you might need to add more characters to in order to add more skills/mechanics. But, if your story is too shallow, adding more characters will only detract from the plot, and people will be left wondering, "Why is this guy with me again?"
post=121057
Characters work best when they have others to play off of.
This, both in the foil/literary sense and in the game mechanic/synergy sense.
Characters are very important to Karsuman and I. While our current project has only six, each one is fleshed-out... enough. We don't necessarily write out every little detail of their backstory; who cares? We know what's important. Blood type and favorite ice cream flavor isn't exactly zomgunique or even interesting in the least. (I am glad that I know I can seduce Georg with Cheesecake3, however.) Most vital to our characters' interactions is that we know their political views and how tolerant they are of shifts in views. That way, we can know how a character will react to just about anything the story throws at them. This is fairly easy with six characters.
One thing I did for Demon Tower/Diablocide (which has fourteen characters that are always together) was set up a relationship chart with a bubble next to each pairing. When I had a dialogue session between two characters, I checked off a bubble. That way I could make sure everybody got to interact with everybody, and I'd know how they react.
In short: have any number of characters you want, just figure out how they interact.
I think you have too many characters when you start to get characters that are neither developed personality wise, nor any different battle wise from the others. Let's look at the Suikoden games... Sure you get 108 characters (or thereabouts) but only about 10 of them are different enough or powerful enough to warrant you using them. Thus, I'd have made it just have those ten.
Basically, as long as you can add characters that are worthwhile additions to the party and can be useful in certain situations rather than just filler (or can work off of each other) than you don't have too many yet.
Basically, as long as you can add characters that are worthwhile additions to the party and can be useful in certain situations rather than just filler (or can work off of each other) than you don't have too many yet.
To use an analogy, most TCGs today have about 1,200 to 2,000 unique cards, but only allow 40 or 60 in a deck. Well over half the cards are used in one deck or another, and that's not even counting decks that use multiple copies of the same card. So, about 600 to 1,000 cards are being used in combinations of 20 or so.
RPGs aren't nearly as meta as TCGs can be, but you probably won't have 2,000 characters so the analogy stands.
RPGs aren't nearly as meta as TCGs can be, but you probably won't have 2,000 characters so the analogy stands.
post=121073
I think you have too many characters when you start to get characters that are neither developed personality wise, nor any different battle wise from the others. Let's look at the Suikoden games... Sure you get 108 characters (or thereabouts) but only about 10 of them are different enough or powerful enough to warrant you using them. Thus, I'd have made it just have those ten.
Basically, as long as you can add characters that are worthwhile additions to the party and can be useful in certain situations rather than just filler (or can work off of each other) than you don't have too many yet.
I'm pretty sure that Suikoden is better at developing the fifty or so characters involved in each game's plot about 6000% better than games on this site.
There's no straight answer to this.
Just pay attention to what you are doing. Does the character you are adding contribute to the story, or otherwise provide a function or benefit to the game? Then add them. Just don't get too carried away.
Just pay attention to what you are doing. Does the character you are adding contribute to the story, or otherwise provide a function or benefit to the game? Then add them. Just don't get too carried away.
Well... like people said, the more characters you have, the less you can flesh them out and detail their personality and powers. Doesn't mean that fewer characters is the best, though. One of my all time favorite games is Shining Force (II), in which you had to chose around 8 characters from a party of up to... I don't know, 50? Of course some characters were just weaker than others, but you could chose the ones you found cooler and invest on them.
That would depend a bit on gameplay, I guess.
That would depend a bit on gameplay, I guess.
post=121174
Well... like people said, the more characters you have, the less you can flesh them out and detail their personality and powers. Doesn't mean that fewer characters is the best, though. One of my all time favorite games is Shining Force (II), in which you had to chose around 8 characters from a party of up to... I don't know, 50? Of course some characters were just weaker than others, but you could chose the ones you found cooler and invest on them.
That would depend a bit on gameplay, I guess.
When I was a kid, my friend and I thought the turtle you find as a party member was such a badass (mostly because he was a turtle). I replayed the game about a year ago and wow, holy hell is he the most useless character. He has about a million defense and 3 hp, and does 1 damage to anyone he attacks until he's level 40.
I always enjoyed games with job systems because you could have party of 3 or so, but with endless combinations of usefulness depending on their jobs and secondary skills. It was kind of a shame in games where I didn't like a character's predetermined skills so I never used/developed them.
post=120993
For action based games:
No more than 4.
No less than 1.
I loled at this. How do you have less than 1 party members?























