TELL CRAZE: WHY IS YOUR RPG FUN?

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Craze
why would i heal when i could equip a morningstar
15240
I want you to tell me why your RPG is fun, and how you facilitate that fun in your RPG. What kinds of people are you expecting to find your RPG fun? Do you offer the types of challenges/rewards that interested that kind of player?

Tell me. I want to know.

Recommended Reading:
FUNdamentals of RPGs Part I: The Role of the Player by kentona
Dungeon Theory by brickroad
Game Developer Column 5: Sid's Rules by Soren Johnson of Designer Notes
5 Creepy Ways Video Games Are Trying to Get You Addicted by David Wong of Cracked.com
LouisCyphre
can't make a bad game if you don't finish any games
4523
I cater to masochists and offer them pain.

(Serious answer? Maybe when I get home.)
The simple answer is that I try to make a game that I would find fun, and hope for the best! So far s good. Luckily for me, my tastes are rather middle-of-the-road. Plus I get frustrated easily so when encounter a situation like that when playtesting I take it out.

But this is a hard question to pin down!

halibabica
RMN's Official Reviewmonger
16633
I think my RPGs are fun because they...

- have difficult battles that encourage the player to strategize for success/efficiency
- feature a wide variety of puzzles in dungeons to break up the action (of which push blocks are a minority)
- reward players for exploring and being observant
- are well-written with easy to follow stories that are still interesting enough to keep things moving

To be honest, though, I've never really considered my 'target audience' and I'm not sure I even HAVE one. I'm not at all familiar with the tastes of RPG fans, let alone the subsections of that genre.
Decky
I'm a dog pirate
19645
I think mine are fun because:

- The storyline is always unpredictable, and players are guaranteed to be rewarded by cutscenes after dungeons and bosses.
- Characters operate in shades of gray, so you can sympathize and hate the very same character at different points. You may even be able to decide the fates of certain characters at the end of a certain trilogy of games...
- Dungeons feature a variety of puzzles, and not just mazes and battles.
- I strive to make a game fair and balanced, instead of insanely difficult. That's what hard modes are for.
- I try to make maps as enjoyable as possible, so that players can enjoy the scenery they have been thrust into. Carlsev 1 may show my n00bish maps, but I think I have improved over time.
- I try to balance old school and new school by putting new spins on character progression and grinding.
Max McGee
with sorrow down past the fence
9159
To Arms! is fun because:

-You get to customize, outfit, and choose the class and skills of a BUNCH OF D00DS! It is like the fun of being able to customize one dude (see MAGE DUEL) multiplied by THE NUMBER OF D00DS THERE ARE. And To Arms! has MORE D00DS (tm) than the next game.
-You then get to use all of the abilities and equipment of all of your D00DS in pitched battles against deadly enemies! The excitement is challenging and strategically deep; abilities are varied AND balanced. Convenient custom-systems help keep you from getting overwhelmed by the number of d00ds you are commanding; eventually, your entire army is a flawless extension of your will.
-To Arms! has no exploration or puzzles! 100% of the energy that would have gone into them has gone into the battle system, and the story (see below). Whether this will make the game more or less fun depends on the kind of player you are, but don't knock it till you've tried it.
-To Arms! has an episodic, relatively complex, dark and highly political storyline which will evolve significantly over the course of several episodes. In addition to having likable characters and witty banter, there is a plot involving medieval intrigue and real human drama that should be great fun for kids and adults alike (not kids, never kids, only adults). Like a lot of my old games (pre-Mage Duel stuff) To Arms! has lots of cutscenes, and they are very cinematic.
-(Somewhat) Shiny Graphics! Good for your eyes!
-Original Sound Track! Good for your ears!
-Tired of games with whiny teenage protagonists? Your main character in To Arms! is a GRIZZLED OLD MAN WITH A SWORD who begins the game by beating a ten year old boy over the head with a wooden sword to MAKE HIM LEARN. And this is the GOOD GUY!
Sailerius
did someone say angels
3214
Vacant Sky is fun because:

-You make choices that matter. There is no trite "but thou must" moment. The decisions you make have a large impact upon the rest of the game and offer significant replay value.
- Battles are tactical and require thinking without being so complex that you need an Excel document.
- You can freely customize your main character's stats and skills, who has access to every ability in the game. You can therefore make her out to occupy any role that you like.

People who would find it fun are people who:

- Get more satisfaction out of winning by clever combos than by brute force
- Are completionists
- Enjoy finding and using exploits

Examples of challenges implemented to target this audience:

- Dynamic difficulty is in place. Most major boss fights can't be won simply by grinding. They usually have a trick or pattern that you need to dissect in order to formulate an effective defense and counter-attack.
- Because there are multiple story paths, as well as unlockables and side quests that can only be done on later playthroughs, completionists have a lot to explore.
- Additionally, the game rewards people who defeat difficult optional bosses early with gear that's useful for later, more difficult battles.
LouisCyphre
can't make a bad game if you don't finish any games
4523
I am still waiting for someone to say why these make their games fun, instead of just "LOOK AT ME AND MY GAME PLZ" advertising.

Then again, I suppose I'm dealing with RMers.
post=135553
I am still waiting for someone to say why these make their games fun, instead of just "LOOK AT ME AND MY GAME PLZ" advertising.

Then again, I suppose I'm dealing with RMers.


You're an RMer too, good sir.
Max McGee
with sorrow down past the fence
9159
@Chaos:

The only way you could get a more low level (in the technical or programming sense) dissection of WHY my game is fun is to...play (or I guess develop) my game. (Well actually, reading all the blogs might help too.) I responded directly to the exact wording of Craze's question. If it came out sounding like an advertising pitch, maybe the question should be more specific? Because right now the question basically reads as:

"Pitch (in a Hollywood executive sense) your game to me."

What kinds of people are you expecting to find your RPG fun?

People who like customizing units and fighting in pitched strategic battles.

Do you offer the types of challenges/rewards that interested that kind of player?

Yes (see post above).

Edit: I don't know if this justification was necessary, maybe you didn't even read my post before making that comment. Not everything is about me, got to write that one 100x on the chalkboard.
Decky
I'm a dog pirate
19645
post=135556
I am still waiting for someone to say why these make their games fun, instead of just "LOOK AT ME AND MY GAME PLZ" advertising.

Then again, I suppose I'm dealing with RMers.

No instigating drama, please.

I have read the reading documents, they are why my game is what it is.

I'm here not to talk about my game, but what I think is the funnest RPG is... I am replaying Dragon Quest 3 for GBC. The graphics are a lot better, but less bright. They are very dirty. Its still the same game, but with bonuses. Because this is my 20th time through the game, I made sure to pick the shittiest party I could.

The game was so fun to me because you can do what you want. Its your game. You aren't playing a character or following a story. You are just playing. That's why that is so fun to me :-)
It's fun because:

*lists things you would see on the back of videogame boxart*

I'll be back, I am typing on an iphone.
post=135553
I am still waiting for someone to say why these make their games fun, instead of just "LOOK AT ME AND MY GAME PLZ" advertising.

Then again, I suppose I'm dealing with RMers.
I did. But I'll break it down for you in point form.

1) I find it fun and fun is subjective.
2) I facilitate that objective by play testing and taking out non-fun parts
3) I expect to find my own game fun, and people with tastes similar to mine.
4) Naturally, I design things that I thing I would find fun in the game.
LouisCyphre
can't make a bad game if you don't finish any games
4523
No instigating drama, please.
I don't want drama, I want discussion. You want discussion, right?

Let's discuss why these make your game fun.

EDIT: Kent knows what's up.
Max McGee
with sorrow down past the fence
9159
I would like to reiterate more concisely that my entire post is about why. Maybe it is a little too high level (again, in a programming sense)?
post=135565
No instigating drama, please.
I don't want drama, I want discussion. You want discussion, right?

Let's discuss why these make your game fun.

EDIT: Kent knows what's up.

Yeah it was rather high-level and vague, though! It's hard to pin down without some analysis.
Decky
I'm a dog pirate
19645
Fine. I will do the same thing that Kentona did and lay it out for you.

1) I makes games that I find fun and fun is subjective.
2) I expect to find my own game fun, and people with tastes similar to mine.
3) Naturally, I design things that I think I would find fun in the game.
4) To that end, I enjoy games that reward me with cutscenes and plot twists after exploring a dungeon or fighting a tough boss battle. Storyline is what usually keeps me playing a game. Unraveling that mystery. Seeing if my predictions come true. Hence, I strive to attain this in my games.
5) Also to that end, I enjoy games that don't have good versus evil. I like to have some juicy ethical dilemmas and no-win situations to ponder. It's something to think about while grinding. Hence, I strive to attain this in my games.
6) Speaking of which, I like some grinding -- it's a peace-of-mind experience, much like fishing. However, I like grinding with a twist, whether that be from unique skills or a unique character-building system. Hence, I strive to attain this in my games.
7) I like puzzles. I like dungeons that look pretty. I strive to attain this in my games.
8) Like many people, I don't like getting a game over ten times in a row, unless the battle is short. Thus, I try to balance out games as best as possible.

Why am I going over this? Like kentona, I already explained "why" in my initial post. Chaos, I found your remark somewhat of a cheap shot.
LouisCyphre
can't make a bad game if you don't finish any games
4523
I'm just trying to steer this into design discussion instead of advertising. Neophyte's post basically sums up what I am trying to avert, with his usual snark and accuracy.
Happy
Devil's in the details
5367
Of course people will be listing things which they think makes their own game fun, because the things we find fun differ more or less for the all of us. When it comes to RPGs I personally think the funniest part, or at least which hooks myself into the game for hours is the micromanagement, as in, the character customization.

Being able to build the type of character you prefer and then seeing how well you manage with your own type of character or a party you have formed from all the obstacles that are set before you.

This is what I pay most attention to when I want my game to be fun: the character customization systems - player being able to make through the ordeals with their own set ups.

Oh and I like funny characters in funny situations, though I'm not so good at it myself.
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