ALTERNATIVE TO BATTLES
Posts
post=131092
Now this may seem to be like 'yo dawg what the fuck' here, but don't those Princess Maker games have a shitload of numbers but no battles?
Those types of games are fun at first, but, once you play it again after completing it, it's just boring... Unless you can make one that gives you a totally new experience each time, in my opinion, I think making one would be a waste of time.
Shinan
No I don't have any real ideas how it could be implemented... Yet. No wait I just got one but that would lead to another page-long reply by Shinan and seriously we don't need more of those.
Yes we do. :)
post=131357post=131100Actually this is usually refuted in one of the first paragraphs of any tabletop RPG book. And I always go back to my beloved tabletop RPGs. The aim of most tabletop RPGs is NOT the players vs the GM. Instead the players and the GM collaborate to create something. Of course computer RPGs are mostly single player things, but this actually got me thinking about another design thing from tabletop that would be cool to bring to the computer. The concept of not trying to beat the game. Instead trying to... just... sort of... enjoy it... (And of course the game accomodating this... enjoying)
The basis of almost any game is some level of competition. It is you vs someone else, whether it is a friend you are playing with, or a computer, and your goal is to win.
I don't think anyone was suggesting that it's an issue of player vs. GM, or even vs. game designer. It IS an issue of Player vs. Environment. In order to get anywhere in the game, you have to overcome obstacles and threats in the environment. Losing means not getting anywhere, and that's boring and frustrating if you do nothing but lose, so the goal is to win.
Game playing at some psychological level is about learning in a (mostly) consequence free environment. One of the hallmarks of that is the reward feedback for accomplishing something successfully. Hence the common feature in games of a challenge and an end goal of some sort. While neither of those are strictly required in a game (just watch a pack of kids at a park playing for example*), both help increase the game's appeal and fun factor. Thus most games have some sort of end goal and a competition of some sort.
*I don't do this I am not a creepy man
*I don't do this I am not a creepy man
post=131367
I don't think anyone was suggesting that it's an issue of player vs. GM, or even vs. game designer. It IS an issue of Player vs. Environment. In order to get anywhere in the game, you have to overcome obstacles and threats in the environment. Losing means not getting anywhere, and that's boring and frustrating if you do nothing but lose, so the goal is to win.
On the other hand if we're speaking in that general terms EVERYTHING is like this. Not only games. Getting out of bed in the morning is like this. It's a challenge you have to overcome and if you don't do it you lose.
Of course the only real way to lose is to die (and everybody dies so everybody loses). And that also applies to tabletop. That was the three-page idea I sort of had. A game where losing doesn't mean you're not getting anywhere. Heavy Rain does something like this doesn't it? Where not responding sometimes can be just the response you need. (Though I don't know enough about that game. Does it have a "game over"?)
post=131369
Game playing at some psychological level is about learning in a (mostly) consequence free environment. One of the hallmarks of that is the reward feedback for accomplishing something successfully. Hence the common feature in games of a challenge and an end goal of some sort. While neither of those are strictly required in a game (just watch a pack of kids at a park playing for example*), both help increase the game's appeal and fun factor. Thus most games have some sort of end goal and a competition of some sort.
*I don't do this I am not a creepy man
i just want to say that this is my favorite post in this topic
Shinan
On the other hand if we're speaking in that general terms EVERYTHING is like this. Not only games. Getting out of bed in the morning is like this. It's a challenge you have to overcome and if you don't do it you lose.
One day I lost getting out of bed
It was a good day
RPG without battles = Visual Novel
There's a lot of visual novels out there that are great, and they're just RPG without battles. They can be sprite based, art based, etc... doesn't matter. It's the story that counts.
There's a lot of visual novels out there that are great, and they're just RPG without battles. They can be sprite based, art based, etc... doesn't matter. It's the story that counts.
I tend to prefer RPGs with fewer battles, such as Xenosaga. To that end, I've eliminated random encounters in my own series, Carlsev Saga, and replaced them with touch encounters. The thing is, I sprinkle only a few of those encounters throughout a twenty-minute dungeon -- maybe ten or twelve at most. However, they respawn after leaving the room.
I think it's a good compromise between those who hate battles and those who could grind for decades.
I think it's a good compromise between those who hate battles and those who could grind for decades.
post=133618Sort've makes me think about how when I was playing BlazBlue's story mode, I thought to myself "man, this feels like it's just a couple steps away from an RPG." Because it's essentially a visual novel with a fighting game fight thrown in now and again.
RPG without battles = Visual Novel
There's a lot of visual novels out there that are great, and they're just RPG without battles. They can be sprite based, art based, etc... doesn't matter. It's the story that counts.



















