UNUSUAL CONCEPTS IN RPGS
Posts
I see it mostly in sims games so for an rpg its a bit uncommon, I'll leave it to that since most likely this thread might become some kind of battle field.
Back to the topic I don't really understand, do you mean uncommon as in random like something you never really see in rpgs or uncommon as in just a tweaked system thats a bit more unique, it seems like everyone here just has tweaked systems that are still popular in other rpg's I kinda feel left out maybe I answered having the wrong question in mind, if its tweaked systems were talking about I guess their as many as scripts.
I'm sure no ones been silly enough to have a drugs system in a game mostly because its uncalled for and thats the only unusual thing in an rpg for me ( you can correct me if they are other drug systems in popular rpg titles maybe its like a tweaked alcohol one or whatever ) hopefully that answered the question, I've never really played as old-school much rpgs as many old-school rpgs as you guys ( not really mt generation of gaming ) so I wouldn't know about all these features are like the dwarf system what? This would be a bit unusual for me just because I never played some old ( "classic" ) rpg.
Don't eat me alive just being honest...
Back to the topic I don't really understand, do you mean uncommon as in random like something you never really see in rpgs or uncommon as in just a tweaked system thats a bit more unique, it seems like everyone here just has tweaked systems that are still popular in other rpg's I kinda feel left out maybe I answered having the wrong question in mind, if its tweaked systems were talking about I guess their as many as scripts.
I'm sure no ones been silly enough to have a drugs system in a game mostly because its uncalled for and thats the only unusual thing in an rpg for me ( you can correct me if they are other drug systems in popular rpg titles maybe its like a tweaked alcohol one or whatever ) hopefully that answered the question, I've never really played as old-school much rpgs as many old-school rpgs as you guys ( not really mt generation of gaming ) so I wouldn't know about all these features are like the dwarf system what? This would be a bit unusual for me just because I never played some old ( "classic" ) rpg.
Don't eat me alive just being honest...
YES! There we go. I'm starting to like you Fallen-Griever...
At least there is a game thats "unusual" ( different ) I think most other games just have unique features but that doesn't mean its unusual if its already done. Just a slightly tweaked game feature thats already very common can still be unique e.g your typical dungeon explorer with fancy class names or the dwarf system tweaked but ultimately still a common dungeon explorer. I'm not one to say but it would be alot better if we where to see some more different games Isn't thats what indie is supposed to mean ( independent and different? ).
think about it the different games get remembered the most like Yume Nikki is kinda old now ( 2005 is a bit of a while back for an rpg maker game to still have a reputation ) but that doesn't mean its lost its appeal, its popularity, its surreal atmosphere.
In my opinion its a true indie rpg maker game, most common rpg maker games seem to borrow to much from the snes/nes era not that thats bad but its becomes a problem when we think a little new feature makes our entire game unusual ( including mine ) and fail to create a full indie game outside the box.
Commercial games are their to upgrade on whats already popular, Indie games however are supposed to be full out independent and different ( we're like the underground inovaters of the game industry who don't do it for the money and to be popular but for the love of game development alone and to create unusual and interesting games ).
Yes I would like to see more indie games not sucking too...
At least there is a game thats "unusual" ( different ) I think most other games just have unique features but that doesn't mean its unusual if its already done. Just a slightly tweaked game feature thats already very common can still be unique e.g your typical dungeon explorer with fancy class names or the dwarf system tweaked but ultimately still a common dungeon explorer. I'm not one to say but it would be alot better if we where to see some more different games Isn't thats what indie is supposed to mean ( independent and different? ).
think about it the different games get remembered the most like Yume Nikki is kinda old now ( 2005 is a bit of a while back for an rpg maker game to still have a reputation ) but that doesn't mean its lost its appeal, its popularity, its surreal atmosphere.
In my opinion its a true indie rpg maker game, most common rpg maker games seem to borrow to much from the snes/nes era not that thats bad but its becomes a problem when we think a little new feature makes our entire game unusual ( including mine ) and fail to create a full indie game outside the box.
Commercial games are their to upgrade on whats already popular, Indie games however are supposed to be full out independent and different ( we're like the underground inovaters of the game industry who don't do it for the money and to be popular but for the love of game development alone and to create unusual and interesting games ).
Yes I would like to see more indie games not sucking too...
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
Alright, bad choice of words on my part. Let me explain what I should have made clear from the start.
This thread is directed towards concepts that are uncommon (unusual shares its definition) in RM or other Indie games, though not in any way meant to mean some sort of one-of-a-kind original concept. By uncommon, I mean any significant content, optional or otherwise, that hasn't been done to death or follows the cookie-cutter "Final Fantasy storyline". At this point, most if not all interesting concepts have been realized and implemented commercially or independently in the past, but I wanted to focus more on what you don't see in every game, every day.
I would also like for those (I hope there's more than these) that try to work "outside the box" to share with the community your ideas that fall into one of these three categories:
1. Still floating around in your head.
2. Planned out but still haven't implemented.
3. Currently part of your project.
Though, when it comes down to it, I want for this to be a thread for creativity to be recognized, discussed, and perhaps used to inspire others to stop doing nothing but "Go save the princess, light warriors!".
This thread is directed towards concepts that are uncommon (unusual shares its definition) in RM or other Indie games, though not in any way meant to mean some sort of one-of-a-kind original concept. By uncommon, I mean any significant content, optional or otherwise, that hasn't been done to death or follows the cookie-cutter "Final Fantasy storyline". At this point, most if not all interesting concepts have been realized and implemented commercially or independently in the past, but I wanted to focus more on what you don't see in every game, every day.
I would also like for those (I hope there's more than these) that try to work "outside the box" to share with the community your ideas that fall into one of these three categories:
1. Still floating around in your head.
2. Planned out but still haven't implemented.
3. Currently part of your project.
Though, when it comes down to it, I want for this to be a thread for creativity to be recognized, discussed, and perhaps used to inspire others to stop doing nothing but "Go save the princess, light warriors!".
This could count? http://rpgmaker.net/games/2289/blog/4388/
it's a lot more "creative" on the creation end of things than it is on the player side... I'm just proud of bodging it together :D
My "other" game, which is finished (but was for an event) is just a collection of three crappy minigames with a disco theme :D.. But it has SKATEBOARDING! and a "dancing" mini game.. That's kinda original.. Ish?
I tried :P
it's a lot more "creative" on the creation end of things than it is on the player side... I'm just proud of bodging it together :D
My "other" game, which is finished (but was for an event) is just a collection of three crappy minigames with a disco theme :D.. But it has SKATEBOARDING! and a "dancing" mini game.. That's kinda original.. Ish?
I tried :P
I actually read an article about a very unusual concept for an RPG where you level backwards, growing weaker instead of stronger.
Here you folks go!
Here you folks go!
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=MKID232
I actually read an article about a very unusual concept for an RPG where you level backwards, growing weaker instead of stronger.
Here you folks go!
Funny that he speaks as though this is totally hypothetical, and riffs off of World of Warcraft in his examples. But this is exactly what happened in the Warcraft 3: The Frozen Throne campaign. You started the undead campaign at max level, and lost a level or two in each of Arthas's mission.
However, the problem with the theory is that RPGs have an inherently escalating complexity curve. The player needs that time levelling up to learn all the best strategies. Warcraft 3's campaign was successful because it had the player level up first in the original campaign to learn the game, then level back down in the expansion while the enemies continued to get more powerful. It was actually really effective.
I certainly wouldn't recommend actually starting the game with 50 abilities. Ugh. Just learning the new systems in each game is generally overwhelming enough. The only way that could possibly work is if everything about the game were so completely generic that there was no way the player could possibly need to learn any of it. Or, better yet, instead of generic, if it were, say... a sequel. Or an expansion pack. To Warcraft 3.
author=LockeZauthor=MKID232I certainly wouldn't recommend actually starting the game with 50 abilities. Ugh. Just learning the new systems in each game is generally overwhelming enough. The only way that could possibly work is if everything about the game were so completely generic that there was no way the player could possibly need to learn any of it. Or, better yet, instead of generic, if it were, say... a sequel. Or an expansion pack. To Warcraft 3.
I actually read an article about a very unusual concept for an RPG where you level backwards, growing weaker instead of stronger.
Here you folks go!
I suppose the solution to this is to start off at a medium level with a couple of spells under your belt, level up some, and then by some plot twist you start deleveling and picking with spells to lose. It sounds pretty good actually.
When I read about deleveling I actually though "wow, now I can just avoid all those random encounters without feeling like I'm being underleveled." The problem however is that you need supplies for potions and other healing objects, and for those you need money. How to get money? Kill things. It reminds me of Dhux's Scar-- man that game get my on my toes. You could level up, but potentially get killed in the process as you lose supplies. Or you could keep your supplies, and be woefully unprepared for the boss fights ahead. It was a challenge, and I loved it. It's set the standard for difficultly for every game I've played since-- it was also difficult in a way that was interesting rather than "oh snap that boss just fried me with one hit".
As for contribution to the topic at hand, I would recommend "being the boss"-- having one character with huge HP face off against a party of small adventurers with a bunch of healing spells and potentially resurrection spells. That can get pretty annoying fast, but I feel it makes the game more strategic because you have to plan out your resources and actually use things like status ailments... because they actually work this time around... I can't remember the last time my blind spell actually blinded some one.
And in general, being the bad guy in a game. It's probably been done before, but the concept is still fairly fresh if you do it well.
I like the idea of being a some lonely beggar guy whose on the streets, of a unknown named town, which the name really doesn't matter in the plot, the main concept of it is, that you have to survive in the streets trying to beg for money, until you win big, and score some kind of rented apartment, some thing to do with a revenge plot with the mayor the town. I really mean a city. :p Much better explained in the Whatcha Workin on topic.
Though the chipset I'm using for part of the intro looks like a run down junk city anyway.
Though the chipset I'm using for part of the intro looks like a run down junk city anyway.
I once experimented by messing up the stats in the level up-curve.
One level you're strong, the next you're weak. Then back up again and so on.
It sure would add randomness to difficulty to have a game built that way, but it felt unbalanced for several reasons. Always fearing what turn your stats would take next level up.
One level you're strong, the next you're weak. Then back up again and so on.
It sure would add randomness to difficulty to have a game built that way, but it felt unbalanced for several reasons. Always fearing what turn your stats would take next level up.
author=MKID232
Here you folks go!
That article sounds kind of dumb, first he says that a game where you get more and stronger powers as you progress is "failed design" because there is not a good level of difficulty towards the end, but his issue doesn't seem to be with bad balance in itself but the sole fact of gaining more and stronger powers, at which point is the player's choice to use the arsenal at his disposition or not in order to make the game more challenging. Then he basically goes: "Uh, what are all these icons on my screen? I'm comfortable with the way I've been playing all along, screw exploring all those skills and finding new and more interesting ways to do things" ...And let's not forget that the idea of a pathetic lv1 defeating the final boss is extremely anticlimactic, because if that's all that is needed then any npc could have defeated him in the time the hero takes to complete his de-leveling journey. Geez!
I don't know, trying to be different just for the sake of being different cannot be good... maybe.

^_^
this is officially my first animation of a custom sprite from total scratch.
I used pencil and inked only the eyes then edited and colored it in Photoshop CS3 ( after scanning ).
I plan on having all my sprites for my game this style but obviously resized and stuff but to a level not too small also. Hope this is unusual enough for you, I have the side view pose complete but I have school tomorrow so I should get going. My mums yelling at me right now lol...
author=benos
I like the idea of being a some lonely beggar guy whose on the streets, of a unknown named town, which the name really doesn't matter in the plot, the main concept of it is, that you have to survive in the streets trying to beg for money, until you win big, and score some kind of rented apartment, some thing to do with a revenge plot with the mayor the town.
this is basically the plot of Rm2k Survivor: NYSE. (Yes, you get your own apartment back, too.)
Know any games where your objective is to die? I think I played a stick flash game like that, you had to find creative ways to kill the stick guy. Same thing with leveling backwards I guess it might be interesting for a change.
A lone beggar guy on the streets of an unknown town eh, sounds like the start of an epic cyber-punk game perhaps.
A lone beggar guy on the streets of an unknown town eh, sounds like the start of an epic cyber-punk game perhaps.
author=Emanzi
Know any games where your objective is to die? I think I played a stick flash game like that, you had to find creative ways to kill the stick guy. Same thing with leveling backwards I guess it might be interesting for a change.
I've got this Idea:
You're infected by some weird zombification virus, and you're hidden beneath the earth, on a mansion-ish place a la Resident Evil, only you (female) and your daughter (fem... Nevermind.)
The point is to kill yourself before you kill your daughter, without letting her notice your death in a shocking way.
And, before dying, preparing the mansion so it is safe for her, so she won'r be bitten for death, and figure out a way to save her from this, by calling cops, digging a tunnel I DUNNO, DO SOMETHING. xD
That's my (lame) idea, that somehow popped up all of a sudden. It should make up for a nice psychological
thriller, tough. Maybe.
My game is... a challenge to create.
Although made with RMVX, it's not really a classic RPG. However, it's definitely like a classic I bet all of you know...
PACMAN
My game is called Pac-Ralph. The goal was to make pac-man style levels with Items and such, without scripts. This put's VX eventing to the test.
Although made with RMVX, it's not really a classic RPG. However, it's definitely like a classic I bet all of you know...
PACMAN
My game is called Pac-Ralph. The goal was to make pac-man style levels with Items and such, without scripts. This put's VX eventing to the test.
author=JosephSeraphauthor=EmanziI've got this Idea:
Know any games where your objective is to die? I think I played a stick flash game like that, you had to find creative ways to kill the stick guy. Same thing with leveling backwards I guess it might be interesting for a change.
You're infected by some weird zombification virus, and you're hidden beneath the earth, on a mansion-ish place a la Resident Evil, only you (female) and your daughter (fem... Nevermind.)
The point is to kill yourself before you kill your daughter, without letting her notice your death in a shocking way.
And, before dying, preparing the mansion so it is safe for her, so she won'r be bitten for death, and figure out a way to save her from this, by calling cops, digging a tunnel I DUNNO, DO SOMETHING. xD
That's my (lame) idea, that somehow popped up all of a sudden. It should make up for a nice psychological
thriller, tough. Maybe.
I like it. Good ideas here.
author=MKID232
I actually read an article about a very unusual concept for an RPG where you level backwards, growing weaker instead of stronger.
Benjamin Button RPG
author=Ben_Random
My game is... a challenge to create.
Although made with RMVX, it's not really a classic RPG. However, it's definitely like a classic I bet all of you know...
PACMAN
My game is called Pac-Ralph. The goal was to make pac-man style levels with Items and such, without scripts. This put's VX eventing to the test.
I made a demo for my game Dragon Warrior Tactics a while ago with a hidden pac-man dungeon. It was evented too. The play was practically identical to original pac-man. The only real difference was if a ghost touched you it would initiate a ghost battle instead of killing you. I don't advertise that demo anymore since it isn't really a fair representation of what the game is like now. Guess I could move the mini-game over the final version though.
ps. good luck with your game.



















