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Ditching the world map? ...and other ideas.

  • Avee
  • 12/08/2013 08:20 AM
  • 3335 views
While I was working on Halloween Wars I thought about several design decisions I took about Crystalis and questioned them. My first intent about this remake was to make it as close to the original as possible despite trying to enhance it gameplay wise.

And so I'm considering to get rid of the world map.
Right now the world map's purpose is to travel between the main areas and to give you a glimpse at unexplored, nearby locations.
The original game instead features large outdoor enemy-filled areas that link the main areas to each other. I'm leaning towards doing that as it would offer more in terms of exploration, puzzles, enemy variety and it could soften the difficulty curve.

I'd also like to remake most dungeons. Most of them are enemy-filled labyrinths and feature only one or two puzzles. The original game did that, but that is something I'd like to change.
I'd like to make the dungeons shorter but have each room be more significant by having one of the following purposes:
1- battle area (enemy filled).
2- gate (meet the requirements to advance further).
3- challenge (a puzzle of some sort or an exploration segment).
4- loot (a treasure chest).
5- boss.
6- save room.
I believe it would be better for every room to have a distinctive feature and be memorable.

I've also been wondering whether I should add new equipment or not. Instead of each piece being a simple upgrade of the last one, I'd rather have more pieces with unique effects that would be more or less effective depending on the situation. Players would toggle armor and accessory more often, just like they do with swords.

Recoding the battle system to clean it up a little would be nice.
I could also add sword combo attacks that have different speeds and ranges.
And allowing the player to turn without taking a step.

What do you guys think about these changes?

Posts

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Removing the world map is fine. Star Ocean 1 did that and Secret of Mana also did that. It's neither a particularly good nor a particularly bad idea, but it's possible to justify it. I think without world map, the game's world will seem a lot bigger and easier to get lost in. I DO like that. Biggest disadvantage is that traveling around can get tedious, especially if backtracking is involved. The backtracking needs to be planned out really well and is usually solved by something like the transport cannons in Secret of Mana. I can also be solved by a "broad" map design, i.e. once you know the path, it's pretty short. Or by adding shortcuts (removing a boulder that blocked the shortcut and stuff).

As for dungeon design, I personally don't really mind maze-like labyrinths with lots of monsters. I grew up with Phantasy Star II after all. And I lost the booklet with the maps on.
I do understand how many players have the need for puzzles and variety, though.
I think it's all about the balance between the two. Only battles might made the game monotoneous (unless the battles itself are interesting, don't forget that battles could be puzzles in themselves too if well designed). But too many puzzles will make it feel more like a puzzle game.
Besides for puzzles you still risk to cause a lack of variety by simply making boring puzzles. I'd prefer bigger dungeon-themed puzzles over "slide these boxes to clear the room" puzzles any time.

Regarding equipment - both! There shouldn't be the need of having too many different equipments and at the same time the equipments should be fairly unique. Thought if you really want to focus on unique equipment needed depending on situation you might want to give the player a chance to change them mid-battle. Because keeping on dieing because of the wrong equipment being equipped before the battle is kind of frustrating.
I think shortcuts would be a welcome addition, especially in dungeons that require you to exit through the entrance after completion. I can't think of any at the moment but I remember having played a few games that did that. I'll definitely keep that in mind when I remap.
I was also thinking that the Teleport spell could be learned early, as is the case in the original NES game. With well-placed teleport locations it would ensure that backtracking never becomes a chore.
Now that I think about it, significant changes could happen to the areas, like having a previously lush forest be burned down for instance. It could alter the layout, add new enemies and new stuff to do.

About dungeons, you make a very good point. I don't want them to be bland hack-and-slash kind of dungeons, yet too many puzzles could alter the action-oriented flow of the game. Ideally I want every puzzle and challenge to be linked to one of your elemental swords' powers:
One puzzle in the Enchanted Swamps requires you to find the right elemental sword, the right charged power levels and the right spots you need to stand on when shooting at several flames to snuff all of them out in one go.
Vegetation, frozen objects and walls of ice can only be burned/melted down by the flame sword, etc.
Technically-speaking these puzzles might be switch-pressing in disguise, but I think the way they are visually presented at least adds some originality.

I will definitely allow the player to toggle equipment without going through the menu. It has been reported as being an issue before.
Items should also be useable in battle.

Thanks for the feedback :)
Might be interesting to implement a simple, subway-like world map, with stops instead of free movement... like how Chrono Trigger or Final Fantasy Mystic Quest used the world map: adding in a simple way to get a good look at the world from a distance, and move to the next area. Something to consider if you've already started the work and don't quite want to abandon it.

If I remember correctly, the original Crystalis world was pretty big. And regarding Secret of Mana: it DID have a world map... accessible via summoning Flammie to fly to new areas.

Although, I'll defer to your personal vision.
What if the Teleport spell brought up an image of the world map with dots in lieu of locations and have you move a cursor to select which one to go to?
I could even make it a semi-progressive map, hiding the areas you haven't visited yet.
I'd say it would be more interesting than selecting text.
Definitely. Great idea.

How did it work in the original Crystalis? One of those seers (Kenzu et al.) gave the player a Teleport spell?
If memory serves right, Tornel, the second wise man, had you explore Southern Mt. Saber to find the Tornado Bracelet, right after the events in the Swamp. He would also stand still somewhere on the mountain and teach you the Teleport spell when you find him. The spell was immediately useful, not only to exit Mt. Saber but also to return to Leaf and see that every townspeople had been taken away by the Empire, which lead to the Northern Mount Saber events.

I want to add all 8 original spells now, and have you learn them in the original order. I suppose Teleport could be learned by the time you reach the Enchanted Swamp because there is a bit of backtracking to Brynmile required in that chapter.

I've settled for 8 sword enchantments, 8 armors and 8 accessories as well, each with their unique powers, and am currently completing the new design for the menu and HUD.
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