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RPG Mechanics II : Unique Action Command Theory
I think FF7 should have kept the Magicite system from 6 and just changed the name to materia, maybe adding the purple materias in there, but command materias was really stupid.
Sure stats can be important for character individuality, but for me, skills are the key. (Also pulling back my other complaint with it, I find it stupid that a thief needs steal materia to steal, I assume that a bus driver must use Drive materia to drive a bus or a garner must use the Water plant materia to water his gardens). At least it is better than FF8 since I can imagine the characters attaching materia to their pracelets, but I am unsure of where they stuff th Guardian Forces in FF8 (do they get possessed or something).
Back on topic: Even if commands aren´t unique, having some of then permament at least makes it so you need to think on what you must do rather than keep changing things at each five seconds. Also there are things a certain character would never do.
Sure stats can be important for character individuality, but for me, skills are the key. (Also pulling back my other complaint with it, I find it stupid that a thief needs steal materia to steal, I assume that a bus driver must use Drive materia to drive a bus or a garner must use the Water plant materia to water his gardens). At least it is better than FF8 since I can imagine the characters attaching materia to their pracelets, but I am unsure of where they stuff th Guardian Forces in FF8 (do they get possessed or something).
Back on topic: Even if commands aren´t unique, having some of then permament at least makes it so you need to think on what you must do rather than keep changing things at each five seconds. Also there are things a certain character would never do.
Challenging the Standards
author=gerkrt link=topic=2605.msg48538#msg48538 date=1228247734
Sorry but we have different looks at videogames and rpg. I like good historys, but i like more rpg tipical gameplay. I suppose that you are the type of people that hates random encounter and clasic rpg schemes, and you cannot play games like FFI or a roguelike for example, where dont exist any story, all its aleatory. Nowadays a lot of people have this vision, but i just dont like it.
Well yeah, if there is no story, I feel like I am from our world just visiting another world for fun, like a tourist or like the guys in the old Dungeons and Dragons cartoon, and I hate that concept. I want to identify with a character who is born and has lived always in that world, so I can feel more like part of it. This also gives me a long term objective to look forward rather than just getting stronger (this actually works for MMOs since I do have ppl to compete or friends to protect).
author=gerkrt link=topic=2605.msg48538#msg48538 date=1228247734
With this in mind all you are talking for me is simply meaninless, i dont care of that things, but i think your game will boring for me,
May be, may be...
author=gerkrt link=topic=2605.msg48538#msg48538 date=1228247734... but NOT for those reasons :P Not that as I said before, my main reason to play RPGs is to live in the setting and feel like part of it, as books and movies won´t give the freedom of interaction to see everything beyond the story that RPGs do.
too slow gameplay rithm and narrative, more like a movie/book than a videogame.
In fact I am the one who always say that if ppl think story is the center of an RPG, they should read a book instead.
I think our difference lies in what gameplay aspects we valeu more: To me it is all living in the game. I love games like Suikoden where I have to tend to my base/home, recruit other characters, have loots of minigames, have some strategy like battles and a lot of interesting places to visit. I just need however, something like guide so I have an idea of what to see/do first until I am presented to everything the game can offer and then do whatever I feel like. Having a story behind all that also makes me care for the places and characters which won´t happen if I am just an explorer.
author=gerkrt link=topic=2605.msg48538#msg48538 date=1228247734
I think a game its for playing. And that all must serve to this. The coherence have to the begin with the gameplay, not with the history, because this is a interactive medium.
Same opnion as mine, except that coherence is a biggy for exploration, which to me is the essence of RPG gameplay, not battles, not puzzles, those are ways to enhance gameplay experience and can be found in other game genres. Only thing unique in RPGs, regardless of then having a story or just being free roaming, is a wide explorable setting. To that we can have RPGs with no battles, just puzzles or minigames as challeges as much as we have the opposite.
To me development start with setting, then comes gameplay and story, First I build a world, with as much detail as possible, than I try to come up with systems that are both intensily fun AND coherent to the story, which is absolutely fun to do since it gives some interesting challenge. tThen with that set I just create a story and characters.
author=gerkrt link=topic=2605.msg48538#msg48538 date=1228247734Well, most of my cutscenes are at least a bit interactive, or rather, you don´t just sit and watch your hero move and talk and fight on his own, you have to move, talk to x person, then you actually fight someone and things like that, because I too hate long nom-interactive cutscenes.
pd: A key for your game:(if you wnat that people like me can play it) make a scene pass engine, that with a button you can pass through all scenes quick.
However I may have some short animation like scenes here and there, but you can always save after then and they are really short and will not be just "move hero event" but show case interesting animations. If I need anything like that to last about a minute or more I will surely make it skipable for replay issues, but I do hope ppl watch everything first time :)
RPG Mechanics II : Unique Action Command Theory
I agree to that in part Fallen, but let´s not forget the character´s backgrounds and life. While I don´t have exactly defined classes and mix my skills according to each character, their activities rule over those aspects, since after all, personality is a big factor in chosing activities. With that, if someone is a soldier or knight (not as in class, but in military positions) they will be mostly proficient with weapons or matial arts. However someone with more disposition for sports or bravery will be masterful with heavy physical melee weapons, while someone who is less up front will probably wield a gun most of the time and just use beam sabers or knives if needed.
post your picture
author=Orig link=topic=384.msg48409#msg48409 date=1228188541
Kinda. I had mutton chops (before I shaved them off), and a kind of sort of beard thing going on. I'm 15 now. Think I was 13 or so when I posted my last pic at LCG. :D
Oh I remember you being 11 by the time I posted... yeah, time flies :P
Is this serious?
What is your maker? did you do anything unusual in the mapos for the last month? do you use any patches (2k/3 mainly)?
3 Hour Game Day #2
RPG Mechanics II : Unique Action Command Theory
Pure healers are there to be sacrified (in fact I don´t have pure healers in my game, even my healers (medics) tend to have someway to defend thenselves nicely like disable anemies via status or just do awesome damage with attack spells or martial arts :P).
3 Hour Game Day #2
RPG Mechanics II : Unique Action Command Theory
Should your characters have unique commands, beyond the basics allowed to all characters? If so, how should they be balanced?
I don´t mind unique commands, in fact most of the time I prefer all commands to be skillsets, except for guard/evade. In my project what makes characters more unique are their specific setups of skills and stats combines. Probably no skill is tottally unique, but certain characters will be specially useful here and there because they have X and Z skill while other has Z and Y.
The lack of tottally unique commands is to make the characters more like normal ppl and less like heroes. All my characters have those commands:
Act: Every weapon, spell, support skill, really, anything besides what the other commands do.
Guard: Defense
Evade: Doubles evasion
Item: uses itens
Note that I killed normal attacks, that is a bad command IMO.
Balancing is important, but it doesn´t depend on skills commands either.
Do guest characters have special unique commands? Are they rape be themselves, or do they supplement the party? Are they totally useless, or are they specific to the scenario you have the guest with you in?
"If a character joins the party, even if they're a guest and every non-guest has unique moves, then yes they should for consistancy's sake. The power of the guest's moves should be consistant with the rest of the characters. A character, guest or not, should play by the same rules as the rest of the party unless the story/character deems otherwise (like if God joined the party. I'd hope he would have some rapetastic moves)" <- exactly that
Should commands have adverse effects if misused, or used to often? Should such adverse effects be mild, like wasting a turn or some MP, or should they be extreme, such as killing the user? When should such adverse effects happen? How can you warn the player about it? Should it be stated outright, or should it be hinted at subtly?
"You should never severely punish the player, especially if its unstated. An ability that could make a character miss a turn or burn some MP is fine (think of % of doing high damage damage or nothing at all moves) but a move that could kill the user due to a random effect would rarely be used because the cost is too high and when it does it would aggrivate players (just wait for selection bias!)." <- that too, in fact I never use self sacrifice skills in a game. Only one I ever used was the skill which turns a character into a weapon in Tactics Ogre, but it was almost like keeping that character since the weapon lent the user all the killed character´s stats and one of their spells. So since I couldn´t take more than 10 guys in battle I killed one of my 2 healers for that.
Challenging the Standards
author=gerkrt link=topic=2605.msg48447#msg48447 date=1228198705
I agree in some things...but. Look at what you say about the Iron Sword. Yeah, i didnt like games like FFIV where de equipment was stupid, but this dont mean that its incoherence hurted immersion.
It simply: We dont need(and normally dont want) to read, or know, all the information, all the relations, real rules of your world. A lot of things are assumed by the player to make the things direct and easy. Yes, the "Iron Sword" is a short formula to describe why this sword is better, in a mode well known. Nothing more, and nothing less. And nothing bad.
All the games and genres uses things like this. In RPG's like Morrowind you get "normal X, better X, etc X" well, its an other formula, but the system its the same, just that in games like DQ or FF they created a scale of power of the materials for their arms.
Also the same with the Geopolotics. A videogame its different than a novel or some movies. Many times we dont want to know all, and many others we will know it with the protagonist perspective. My original project have a lot of this, geopolitics, legends, mites, i have registered more than 20 wars and what happened in them, but im not going to put most of that things in the game, because i think a game assumes a lot of things for the gameplay and its never like book or movie (maybe i will put the original texts as extras). Gameplay rithm.
Cutscenes that contradict, i suppose that you talk about things like FFVII Aerith dead. Well, in this case its the same thing, when you are playing a reality abstraction like is a crpg this things simply are normal, people that play this games assumes that its all symbolic. I thing a lot of people have done the joke with aeris and a Phoneix Down, but its only a joke, its assumed that the logical of any game its like this.
I liked that from PSIV, the robots that need special items and their equipment, but was a general idea of the history, you cant do this with all. And the stores that sell incoherent things, its the same idea, i never look this at coherence terms, only gameplay terms. I think its you that have some fixation with realism...
Sure you like games like Ultima, TES or fallout, no?
Maybe you don´t want to read it all, but I and most of the library devourer players, play mainly to know the world, something that books or movies can´t offer since you only know what the story covers and some extras, but in games you can actually see and explore bits of the world even if they aren´t relevant to the story.
In fact that´s why I like to sopend more time in towns than dungeons, fighting is just part of the coherence for me, save when fighting is presented as really funny and strategic (and in most rpgs, it apply only for bosses).
Also note that the Iron sword was just one of my complaints with progression system, it still has the convenient progression that follows the hero. Also the fact that upgrading equipment is a really one of the most boring parts in RPGs, only slightly better when you have several options of equipment at each shop and characters can equip almost anything. But I´d rather not be forced to upgrade in every town. In towns I like to get information, look at the architecture, city structure, check libraries, museums, NPCs, pubs etc Maybe do some shopping, but interesting shopping, like souvenirs.
Now as much I advocate that more games should be aimed at the librarian/exploration coherence (NOT REALISM, realism applies to world world as setting only) insane players, I think that politics should be introduced slowly and most of it kept optional trough books and NPCs. However any bit that fixes something absurd should be in your face, even if just as a short sentence which could be explained better if you want.
Regarding cutscenes: if it is not coherent to the point that it doesn´t even try to fool me, I can´t feel for it, case with Aeris that when I laughed and I never got how ppl can feel anything in there (and I did like the character) and the scene could be completely fixed with some small edits. Compare this to Alys that, where there is at least effort to try and restore her, even using an in-game spell in a cutscene (I actually drew a fanart of Rika trying to use Gires on her). Those are the things I like to see and make me feel the world they live in is more of a world.
Why can´t you do this with all? I don´t see the inpending factor here. And again, not realism, coherence.
Funny enough I hardly play PC/nom JRPGs since most of the ones I played lack a central linear path and pre created characters, most of the time in those, it feels my character is an outsider to that world because of that. I get some fun exploring here and there, but I don´t feel attached to anything. I actually should try Fallout sometime though, the setting seems interesting.
GRS: I said almost the same thing on the page before :)
Suzu: I remember I was shocked to see a little girl selling weapons in the devasted 2300 A.D in Chrono Trigger, but it was exactly because it felt possible, yet sad, like the world is so bad that children have to deal with weapons to live. And in some cases, little girls just attend to shops while their parents went to restock.













