ALTERNATIVE TO BATTLES
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I guess the key here is that you make sure whatever replaces "battles" is fun and intricate enough to where nobody will notice, like the racing example. If you gained experience from races to gain better handling and learn new driving tricks, and used money to upgrade car parts, it would be very rpgish. Though sadly it'd probably still be called a racing game. Which makes me see the inherent problem that the OP puts forth: anything outside of combat and some puzzles seems to get the game slapped with another genre, or at least a genre mix, like action/rpg.
Though that might be alleviated if you set it up so your car driving abilities were useful for more than just winning races. Like, you had to go all heroic and chase a badguy or something.
Now it's sounding like an ideal Speed Racer: The Game.
Though that might be alleviated if you set it up so your car driving abilities were useful for more than just winning races. Like, you had to go all heroic and chase a badguy or something.
Now it's sounding like an ideal Speed Racer: The Game.
post=130323post=130244I think an RPG with different characters, character stats, items to buy, levelling and all that, but that resolved challenges on RACES instead of BATTLES would still be an RPG, no doubt. And it would be super cool.
I once had an idea to actually make a Racing RPG, the design was delightfully bizarre but I never really went with it since I didn't like Racing games that much to begin with.
And it would be a sim, not an RPG. Or a racing game. Depending on the engine. (It's a sim if the game handles it with die rolls, otherwise it is an engine.)
post=130315
It sounded like he wanted stats for this.
RPG style stats without the battles is doing too much work. You need to take into account all that agility, strength, health, dex, blah blah to defeat the enemy. When you're not using battles to progress the game, it's better to simplify the "leveling." Upgrade health, upgrade tools, etc. But depending on how you want the player to progress the game, it may not require you to "level." It might be better to eliminate all that.
A sim is short for simulation. A simulation applies a model of a real world 'thing' which can help you understand the real world 'thing' depending on how 'useful' the model is. A simulation game is all of the above only you're an element in the simulation and you want to achieve some goal. There's a saying that all models are wrong but some are useful.
The difference between just a Racing Game and a Racing Game Sim is that the Sim attempts to be just like real driving. There's a difference between StarFox and Microsoft Flight Simulator X. SimCity runs a model of an actual city and the game part of it is you making all the decisions in building, funds, taxes and the like. The Sims is a model of just people in houses and everyday life. Obviously for a Simulation Game these models don't really have to be all that accurate and can even include some fun unrealistic elements.
Then if you look at some game like Mario Kart, you're glad it's not a simulation of anything that actually exists because you don't see people tossing blue turtle shells out of their windows at Nascar to hit the person in the lead (but arguably that would actually make watching Nascar sort of fun ^^ ). It's safe to call it just a racing game.
All of these have engines no matter what they are. All what is meant by an engine is the part of the program that takes in data and uses the data to run the program. RPG_RT.exe would be the engine and all that junk with the material folders, .lmus and the like would be the input data. Lots of fun Valve FPS games use their Source engine. Simulation or not, it uses a game engine.
It would probably be really cool, but the thing stopping me is that I just don't like racing games that much and I don't really feel like making it. Someone else should if people think this is cool, I've never ever played a racing game I could say was really a Racing RPG.
The reason I personally make every game I make involve some RPG elements is because I think any game is made at least twice more fun if there's character development. This is obviously personal taste and the reason I gravitate twords RPGs.
The difference between just a Racing Game and a Racing Game Sim is that the Sim attempts to be just like real driving. There's a difference between StarFox and Microsoft Flight Simulator X. SimCity runs a model of an actual city and the game part of it is you making all the decisions in building, funds, taxes and the like. The Sims is a model of just people in houses and everyday life. Obviously for a Simulation Game these models don't really have to be all that accurate and can even include some fun unrealistic elements.
Then if you look at some game like Mario Kart, you're glad it's not a simulation of anything that actually exists because you don't see people tossing blue turtle shells out of their windows at Nascar to hit the person in the lead (but arguably that would actually make watching Nascar sort of fun ^^ ). It's safe to call it just a racing game.
All of these have engines no matter what they are. All what is meant by an engine is the part of the program that takes in data and uses the data to run the program. RPG_RT.exe would be the engine and all that junk with the material folders, .lmus and the like would be the input data. Lots of fun Valve FPS games use their Source engine. Simulation or not, it uses a game engine.
post=130323post=130244I think an RPG with different characters, character stats, items to buy, levelling and all that, but that resolved challenges on RACES instead of BATTLES would still be an RPG, no doubt. And it would be super cool.
I once had an idea to actually make a Racing RPG, the design was delightfully bizarre but I never really went with it since I didn't like Racing games that much to begin with.
It would probably be really cool, but the thing stopping me is that I just don't like racing games that much and I don't really feel like making it. Someone else should if people think this is cool, I've never ever played a racing game I could say was really a Racing RPG.
The reason I personally make every game I make involve some RPG elements is because I think any game is made at least twice more fun if there's character development. This is obviously personal taste and the reason I gravitate twords RPGs.
I've heard RPGs be called Simulation games. Especially tabletop RPGs and especially in the eighties. Since, what are RPGs other than world simulation games where you simulate a character and his interactions in a world. (with detailed instructions as to what is and isn't possible and rules for every single thing imaginable)
Of course this is tabletop RPGs. Probably just a way to differentiate them from more abstract boardgames. (It was in some book from the eighties or early nineties that referred to Steve Jackson Games and GURPS as a simulation game/publisher)
Of course this is tabletop RPGs. Probably just a way to differentiate them from more abstract boardgames. (It was in some book from the eighties or early nineties that referred to Steve Jackson Games and GURPS as a simulation game/publisher)
It's funny that people have no problem when it comes to tactics RPG / standard battles RPG (like rm2k3) or action RPG do call them all RPG, even though they have completely different mechanics. But if you replace fighting for racing, it becomes another genre. I don't think it works like that.
post=130398
It's funny that people have no problem when it comes to tactics RPG / standard battles RPG (like rm2k3) or action RPG do call them all RPG, even though they have completely different mechanics. But if you replace fighting for racing, it becomes another genre. I don't think it works like that.
Well, it kinda does.
An RPG battle pits two parties against one another, and the end goal is to reduce the other party's health number to 0. This is achieved using an interplay of statistical numbers (and often random numbers to simulate chance), and some sort of action-order methodology to determine turn order. Success is largely derived by how well you prepared your stats in advance of the battle, and how well you manage your party's actions to preserve your own health or destroy the other party's health. In the end, stats are the core mechanic at play here.
For a racing game "battle" it has more to do with twitch skills and timing. And the main opponent is the course, rather than another party.
Not if the racing was played out in a turn-based system with set units of movement. Make an SRPG with a start point and an end point!
post=130398
... I don't think it works like that.
It actually does, and to correct myself I have actually seen a racing RPG. It's actually a racing MMORPG where you're in the future and race battle cars around blowing things up. I think it died, however.
The racing doesn't have to be turn based, it can be active. But you can still use skills, have characteristics like speed/balance/stability based on the character's stats, car's stats based on items, and all that. And it would be not just running from A to B, but racing enemies. It could work.
post=130451
Not if the racing was played out in a turn-based system with set units of movement. Make an SRPG with a start point and an end point!
This sounds like the least fun thing EVER.
So does running around in a maze eating pellets.
post=130460We could look at boardgames for inspiration and we find some pretty neat racing games out there.post=130451This sounds like the least fun thing EVER.
Not if the racing was played out in a turn-based system with set units of movement. Make an SRPG with a start point and an end point!
Formula Dé and Snow Tails are two I've played that come to mind immediately. Board games are generally turn-based (I've played only a handful of real-time boardgames). so are examples of what could be used if you really, really have to have turn-based gameplay.
There's also Robo Rally, but that's a different bag of chips.
Now a racing RPG to me is not so much the racing engine but instead the "racer management sim". You create a racer with a personality and play as he becomes a racer (and a better racer with skill points and upgrades and all that jazz). Add to that some meaningful interactions with people around you and you have a fully fledged RPG only it's about a racer instead of someone trying to kill monsters to get loot.
On a side note... an RPG with racing doesn't have to be a game ABOUT racing. The hero might as well just try to save the world, but instead of battles, he gets into races. Doesn't have to be anything like a racer management sim.
post=130536Yeah but even I recognize that's the stupidest thing ever.
On a side note... an RPG with racing doesn't have to be a game ABOUT racing. The hero might as well just try to save the world, but instead of battles, he gets into races. Doesn't have to be anything like a racer management sim.
In fact it touches on one of those aspects of many RPGs I hate the most (speaking of battle and non-battle skills). The complete disconnect between the story world and the battle/gameplay world. They have nothing in common.





















