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What do you think makes an RPG?
Screw movies, for fantasy and sci-fi, go for books.
Surely that all aspects count to an RPG, but the only thing I find unique is exactly having "a convincing "fantasy" world to escape to; even if that world is our modern world, it still needs to be rendered convincingly." as McGee said. That is the part I like RPGs that I can only have in RPGs...
After all, numbers you have in any game, just that they are hidden from you (just like they are in some RPGs, like Madou Monogatari for Snes, you must watch for the character´s expressions to check how she is). Story and characters you have in books, movies, anime... really.
To me RPGs are mainly about entering a new world and being part of it. If you will create your own character to feel that it is yourself in there or if you prefer to identify with a pre existing character it is still an RPG. (I prefer pre-existing characters because it feels more like the character is part of the world rather than just a visitor who no one knows about).
Surely that all aspects count to an RPG, but the only thing I find unique is exactly having "a convincing "fantasy" world to escape to; even if that world is our modern world, it still needs to be rendered convincingly." as McGee said. That is the part I like RPGs that I can only have in RPGs...
After all, numbers you have in any game, just that they are hidden from you (just like they are in some RPGs, like Madou Monogatari for Snes, you must watch for the character´s expressions to check how she is). Story and characters you have in books, movies, anime... really.
To me RPGs are mainly about entering a new world and being part of it. If you will create your own character to feel that it is yourself in there or if you prefer to identify with a pre existing character it is still an RPG. (I prefer pre-existing characters because it feels more like the character is part of the world rather than just a visitor who no one knows about).
Difficulty levels
I personally go for Save anywhere on my game since any battle you face is like a short and deadly boss battle (unless you take on certain puzzles that screw enemies so you can either skip then or beat then with a huge advantage.
I perfer a hard game that lets me save anywhere than having to redo stuff, it is not hard, it is boring as hell :P
As for dificulty: I always say that there are types of dificulty as ppl have different abilities. For example: I am quite crazy about planning and thinking, but I am slow to do so, so no matter how complex a turn based battle is, I will pass over it like a storm... now if it has some active ATB, ABS or some dexterity puzzle... I will have train madly to get by the easiest stuff.
So that is something to pounder about dificulty: who is your main target audience? What traits do your game test the most on the player? Based on that you can mess with dificulty :)
Anyway, I am thinking on something along the lines of Super Robot Wars skill point system, best dificulty changing ever IMO (at least in concept, in practice it can be easily flawed).
The skill points system works like this: The game starts on easy mode. You have a task like defeat a boss, then you get a special opnional task, like deaft that boss in 4 turns. If you just defeat the boss, you win the battle and proceed. If you win within four turns, you fulfill the extra mission and gain one skill/mastery point.
The game then will start to rate your Mission/Skill point rate and will increase dificulty to normal and then hard as you get more skill points, however if you go through too many missions without earning skill points after reaching normal or hard, you will be dropped to easy again.
I am thinking on applying something like that, just in RPG form (since SRW is actually a Tactical RPG).
I perfer a hard game that lets me save anywhere than having to redo stuff, it is not hard, it is boring as hell :P
As for dificulty: I always say that there are types of dificulty as ppl have different abilities. For example: I am quite crazy about planning and thinking, but I am slow to do so, so no matter how complex a turn based battle is, I will pass over it like a storm... now if it has some active ATB, ABS or some dexterity puzzle... I will have train madly to get by the easiest stuff.
So that is something to pounder about dificulty: who is your main target audience? What traits do your game test the most on the player? Based on that you can mess with dificulty :)
Anyway, I am thinking on something along the lines of Super Robot Wars skill point system, best dificulty changing ever IMO (at least in concept, in practice it can be easily flawed).
The skill points system works like this: The game starts on easy mode. You have a task like defeat a boss, then you get a special opnional task, like deaft that boss in 4 turns. If you just defeat the boss, you win the battle and proceed. If you win within four turns, you fulfill the extra mission and gain one skill/mastery point.
The game then will start to rate your Mission/Skill point rate and will increase dificulty to normal and then hard as you get more skill points, however if you go through too many missions without earning skill points after reaching normal or hard, you will be dropped to easy again.
I am thinking on applying something like that, just in RPG form (since SRW is actually a Tactical RPG).
Need staff.
You are ready, but maybe not on the right section? Dunno, am new here :P
Anyway, you need a lot of stuff really... good luck getting all that o.o
Anyway, you need a lot of stuff really... good luck getting all that o.o
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Clest Elnith here =^.^=
Xenogears Appreciation/Discussion/Whatever Thread.
Oh I know that site too (and hey, Sigurd REALLY look feminine in that Element outfit...) =^.^=
And well yeah Ethers actually became helpful to me inside gear for the final battle, Emeralda with everything to boost Ether :D
But ouside gear... deathblows did 9999 without relying on mp and it was basically impossible to miss the commands (unlike Legend of Dragoon).
And well yeah Ethers actually became helpful to me inside gear for the final battle, Emeralda with everything to boost Ether :D
But ouside gear... deathblows did 9999 without relying on mp and it was basically impossible to miss the commands (unlike Legend of Dragoon).
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Xenogears Appreciation/Discussion/Whatever Thread.
Indeed one of the bestest RPGs ever (me being a giant robot AND sci-fi/fantasy fan has a lot to do with it :P).
The story only falls on 2nd CD really, as the exploration too (which was awesome before that, I loved Bledavik, best desert town ever!).
The gears were mostly nice (not tottally awesome because I missed more armaments for then, I´d leave the kung fu for the pilots), not to mention that system option (coolest gear attacks) were quite lame in action (Yggdrasil bombardment should be the most damaging attack for a gear but it took less than Fei punching with his bare hands :P).
Also the deathblow blows off the need for Ethers after certain point. In fact, only used healing ethers. Even so deathblow really owns like hell XD Specially Barth, Citan and Billy :D (oh and Eme-chan too, Dark Beast and drill kick ftw!).
The setting is really well developed with great NPCs and a lot to see and do in great detail and my favourite graphical style: 3D objects/setting with 2D characters.
Xenogears is one of my inspirations for my project =^.^=
Btw Fel, ever got to read the Xenogears complete Works? :)
Shadowtext: As long as I can be the mecha designer I will hope for the impossible with you XD
The story only falls on 2nd CD really, as the exploration too (which was awesome before that, I loved Bledavik, best desert town ever!).
The gears were mostly nice (not tottally awesome because I missed more armaments for then, I´d leave the kung fu for the pilots), not to mention that system option (coolest gear attacks) were quite lame in action (Yggdrasil bombardment should be the most damaging attack for a gear but it took less than Fei punching with his bare hands :P).
Also the deathblow blows off the need for Ethers after certain point. In fact, only used healing ethers. Even so deathblow really owns like hell XD Specially Barth, Citan and Billy :D (oh and Eme-chan too, Dark Beast and drill kick ftw!).
The setting is really well developed with great NPCs and a lot to see and do in great detail and my favourite graphical style: 3D objects/setting with 2D characters.
Xenogears is one of my inspirations for my project =^.^=
Btw Fel, ever got to read the Xenogears complete Works? :)
Shadowtext: As long as I can be the mecha designer I will hope for the impossible with you XD













