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Wanting to make your game difficult.
post=Radnenpost=CrystalgateThis is why I like ARPG's like SoM or Chrono Trigger. You can get better with timing and what-not. Mario games are in constant motion. I think there's less "skill" involved on games that pause often or are turn based.
However, in RPGs there's often no reward for handling the fights better. Giving the characters the right equipment selection and other out of battle adjustment usually gives you advantages, but being clever during the battles is pointless.
Chrono Trigger is not an Action RPG as far as I know and I play it from time to time for the past 15 years :)
And I agree with Link, you might use support skills to prevent extensive damage to your party as long as you really have a reason to care for how much damage you take in battle. Sometimes it is better to put at least one enemy to sleep while you kill kill the rest and avoid massive damage on the first round, otherwise you end up spending a lot of time healing.
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post=Crazepost=ArkEvery night.
Do me.
When I had his post I somehow figured that would be your reply :)
Wanting to make your game difficult.
On that respect, it is different to make a game where you die easily or a game where enemies are hard to defeat.
Games where you die easily are not that cool for most ppl since it gives too much of a "failing" feeling. The later concept just gives you less of a winning feeling, but less fail too.
A big point in that is that some ppl design their games with one set key strategy in mind, so it is either discover that and follow through with it or die.
I think it is cool when you can still win by other means, just that you have a lot more hardship doing it diferently.
Games where you die easily are not that cool for most ppl since it gives too much of a "failing" feeling. The later concept just gives you less of a winning feeling, but less fail too.
A big point in that is that some ppl design their games with one set key strategy in mind, so it is either discover that and follow through with it or die.
I think it is cool when you can still win by other means, just that you have a lot more hardship doing it diferently.
Wanting to make your game difficult.
This is very similar to the mastery system from super robot wars, I was just put off from FFA2 before knowing it though because the whole Magic Knight Rayearth intro with kids from our world going to another dimension and having a judge standing there to dictate the rules in battle sounded too weird for my tastes... maybe nowadays it wouldn´t :P
Finished Games 2010
Well so far, this year I only finished G Darius, Jojo´s bizarre Adventure (story mode :P) and recently finished Xenogears for the second time after reading the Complete Works book, which actually made things way more enjoyable.
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Wanting to make your game difficult.
post=slashphoenix
There's a tons of types of "difficulty". Mario challenges you to have good timing and depth perception (while jumping. FPS test you with quick reaction times and accurate movement. RPGs challenge you to use the strategy and prediction. I Wanna Be The Guy challenges you with rage issues. More seriously, the difficulty including random "Too Bad You Lose" traps that are completely unpredictable are different than games that make you think - and it's not just IWBTG that has them.
The different dificulties is something I used to point a lot in topics like this. I am the slow as hell guy who only enjoys strategic challenges for the most part aside from some platformers or fighting games, but even on those I try to stay away from enemies firing projectiles from safe positions as much as possible.
post=slashphoenix
On that note - Easy/Normal/Hard modes always struck me as a bit lame for RPGs, as they 99% of the time just involve increasing the stats of enemy monsters, because it's much easier to code. But in an RPG all this means is you have to grind more. A real challenge would be increased AI or at least extra spells that switch up the fights a little bit and makes the player think more.
Thats mostly my point with adding spells and changing behavior of enemies. Also grinding in my game is no good aside from getting itens since battles only give you that (you only earn stat boosts or skills through itens or completing tasks, some tasks are battles themselves, but usually boss battles or mandatory battles anyway). The idea is: you either use strategy or you sit and enjoy easy mode.
Wanting to make your game difficult.
I like and am trying to adapt to rpg form the system Super Robot Wars uses for dificulty setting in later games.
Essentially you always start on easy mode which is good for anyone to get familiar with the game, then each mission has a win requirement (defeat X, guy, defeat all guys, protect someone, get to point X) and a mastery requirement which is way harder to do and is optional, granting you a Mastery point. So the game ranks dificulty from then on by a measurement of how many mastery points you have compared to how many missions you went through.
This way the casual player just need to fulfill the basic requirements and can proceed normally.
The hardcore player will both have an extra challenge each mission as well as more dificulty overall, however going through hard usually unlocks some specific units and weapons or even an extra stage, but nothing story heavy for the most part, afterall, the challenging player is usually out for the skill and thrills and the guys who play for the story would be pissed if they missed out on story events because they went easy.
Now on my RPG version of this: Once you sign to a sidequest or enter a dungeon or some other challenge you are presented with the Task requirements, boith normal and extra requiment. A single dungeon may have different tasks such as crossing to point x, defeating x enemy, or avoiding x encounters and so on. The extra requiments would be like: get to point x in y minutes or deat x enemies in 2 turns each or avoid all enemies.
Each game part would have 3 versions: easy, normal and hard which would affect enemy stats, skills and sometimes behavior, as well as enemy encounter placements and puzzles.
However, those special achievements that lead you to harder modes give you extra bonuses, be it stats, skills, weapons or mech upgrades, nothing story related at all, but things that would be cool to have and helpful in the harder bits of the game.
Essentially you always start on easy mode which is good for anyone to get familiar with the game, then each mission has a win requirement (defeat X, guy, defeat all guys, protect someone, get to point X) and a mastery requirement which is way harder to do and is optional, granting you a Mastery point. So the game ranks dificulty from then on by a measurement of how many mastery points you have compared to how many missions you went through.
This way the casual player just need to fulfill the basic requirements and can proceed normally.
The hardcore player will both have an extra challenge each mission as well as more dificulty overall, however going through hard usually unlocks some specific units and weapons or even an extra stage, but nothing story heavy for the most part, afterall, the challenging player is usually out for the skill and thrills and the guys who play for the story would be pissed if they missed out on story events because they went easy.
Now on my RPG version of this: Once you sign to a sidequest or enter a dungeon or some other challenge you are presented with the Task requirements, boith normal and extra requiment. A single dungeon may have different tasks such as crossing to point x, defeating x enemy, or avoiding x encounters and so on. The extra requiments would be like: get to point x in y minutes or deat x enemies in 2 turns each or avoid all enemies.
Each game part would have 3 versions: easy, normal and hard which would affect enemy stats, skills and sometimes behavior, as well as enemy encounter placements and puzzles.
However, those special achievements that lead you to harder modes give you extra bonuses, be it stats, skills, weapons or mech upgrades, nothing story related at all, but things that would be cool to have and helpful in the harder bits of the game.
>New Game
I think the beginning must present the core of gameplay really soon and exihibit the best of its graphics and visuals while still showing the player a problem/quest that must be pursued, be it the main quest or just some small but interesting task that will make the player want to complete/solve.
It is good to give some setting information but nothing like Xenogears with 3 full screens of text in a black background talking about places with weird names which you forget by the time you talk to the npcs in the contry village the main gero lives, ironically the villahe is apart from all events mentioned in the introduction until a bit later :)
However Xenogears also serves as an example of great game with very bad intro.However it doesn´t work like that for free games, most of the time if you screw up the intro AND it is long ppl will give up.
Another thing that bothers me is when intro feels deceiving, what I mean is: Intro shows a lot of cool places, cool images and stuff, then the game shifts quickly to something tottally different. Sure it can be a good surprise if I didn´t like what was shown in the intro (but then I might not see the rest to get the good surprise) but if I like the intro I will be very disapointed.
As an example, Star Ocean 1 and 2 are VERY DAMN DISAPPOINTING for me: All the ships, space stations and tech in the intro just to be thrown in a low tech fantasy setting and even having my cool techy weapons being switchted to traditional stuff.
I do like medieval fantasy settings, a lot, but the game led me to believe something else by the intro...
It is good to give some setting information but nothing like Xenogears with 3 full screens of text in a black background talking about places with weird names which you forget by the time you talk to the npcs in the contry village the main gero lives, ironically the villahe is apart from all events mentioned in the introduction until a bit later :)
However Xenogears also serves as an example of great game with very bad intro.However it doesn´t work like that for free games, most of the time if you screw up the intro AND it is long ppl will give up.
Another thing that bothers me is when intro feels deceiving, what I mean is: Intro shows a lot of cool places, cool images and stuff, then the game shifts quickly to something tottally different. Sure it can be a good surprise if I didn´t like what was shown in the intro (but then I might not see the rest to get the good surprise) but if I like the intro I will be very disapointed.
As an example, Star Ocean 1 and 2 are VERY DAMN DISAPPOINTING for me: All the ships, space stations and tech in the intro just to be thrown in a low tech fantasy setting and even having my cool techy weapons being switchted to traditional stuff.
I do like medieval fantasy settings, a lot, but the game led me to believe something else by the intro...
So, I'm trying to make this...game...
You know, if all you need is a windows cd to do repair, assuming the core of your original system data is still there, you can use any copy of the same windows version, so ask a friend for their cd or download it online (since you do have the original windows key registered in the machine, it is not piracy after all you purchased the software :P).













